- shorts replaced in Exhumed

only a small part, the easy stuff
This commit is contained in:
Christoph Oelckers 2021-11-16 18:45:07 +01:00
parent d63b6cda37
commit b9b4f1e037
6 changed files with 87 additions and 87 deletions

View file

@ -57,12 +57,12 @@ struct bulletInfo
int16_t nDamage; // 0
int16_t field_2; // 2
int field_4; // 4
short field_8; // 8
short nSeq; // 10
short field_C; // 12
short nFlags;
short nRadius; // damage radius
short xyRepeat;
int16_t field_8; // 8
int16_t nSeq; // 10
int16_t field_C; // 12
int16_t nFlags;
int16_t nRadius; // damage radius
int16_t xyRepeat;
};
extern bulletInfo BulletInfo[];
@ -161,9 +161,9 @@ extern short nItemMagic[];
void BuildItemAnim(DExhumedActor* nSprite);
void ItemFlash();
void FillItems(short nPlayer);
void UseItem(short nPlayer, short nItem);
void UseItem(short nPlayer, int nItem);
void UseCurItem(short nPlayer);
int GrabItem(short nPlayer, short nItem);
int GrabItem(short nPlayer, int nItem);
void DropMagic(DExhumedActor* actor);
void InitItems();
void StartRegenerate(DExhumedActor* nSprite);
@ -766,9 +766,9 @@ std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, int nSector, int
int BuildLink(int nCount, ...);
std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, int nSector, int ecx);
std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, int nSector);
std::pair<int, int> BuildSwReady(int nChannel, short nLink);
std::pair<int, int> BuildSwReady(int nChannel, int nLink);
std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall);
std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, int nWall);
// wasp

View file

@ -803,8 +803,8 @@ void ExamineSprites()
int nStatus = pSprite->statnum;
if (!nStatus)
{
short lotag = pSprite->lotag;
short hitag = pSprite->hitag;
int lotag = pSprite->lotag;
int hitag = pSprite->hitag;
if ((nStatus < kMaxStatus) && lotag)
{
@ -849,8 +849,8 @@ void LoadObjects()
for (int nSector = 0; nSector < numsectors; nSector++)
{
auto sectp = &sector[nSector];
short hitag = sectp->hitag;
short lotag = sectp->lotag;
int hitag = sectp->hitag;
int lotag = sectp->lotag;
sectp->hitag = 0;
sectp->lotag = 0;
@ -869,8 +869,8 @@ void LoadObjects()
{
wall[nWall].extra = -1;
short lotag = wall[nWall].lotag;
short hitag = wall[nWall].hitag;
int lotag = wall[nWall].lotag;
int hitag = wall[nWall].hitag;
wall[nWall].lotag = 0;

View file

@ -261,7 +261,7 @@ static bool UseHand(short nPlayer)
return true;
}
void UseItem(short nPlayer, short nItem)
void UseItem(short nPlayer, int nItem)
{
bool didit = false;
switch (nItem)
@ -313,7 +313,7 @@ void UseItem(short nPlayer, short nItem)
}
// TODO - bool return type?
int GrabItem(short nPlayer, short nItem)
int GrabItem(short nPlayer, int nItem)
{
if (PlayerList[nPlayer].items[nItem] >= 5) {
return 0;

View file

@ -1972,7 +1972,7 @@ void AIObject::Tick(RunListEvent* ev)
if (!pActor) return;
auto pSprite = &pActor->s();
short nStat = pSprite->statnum;
short bx = pActor->nIndex;
int bx = pActor->nIndex;
if (nStat == 97 || (!(pSprite->cstat & 0x101))) {
return;
@ -2088,7 +2088,7 @@ void AIObject::Damage(RunListEvent* ev)
auto pActor = ev->pObjActor;
if (!pActor) return;
auto pSprite = &pActor->s();
short nStat = pSprite->statnum;
int nStat = pSprite->statnum;
if (nStat >= 150 || pActor->nHealth <= 0) {
return;
@ -2119,7 +2119,7 @@ void AIObject::Draw(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
short bx = pActor->nIndex;
int bx = pActor->nIndex;
if (bx > -1)
{

View file

@ -60,23 +60,23 @@ struct Player
{
DExhumedActor* Actor() { return pActor; }
DExhumedActor* pActor;
short nHealth;
short nLives;
short nDouble;
short nInvisible;
short nTorch;
short field_2;
short nAction;
short bIsMummified;
short invincibility;
short nAir;
short nSeq;
short nMaskAmount;
int16_t nHealth;
int16_t nLives;
int16_t nDouble;
int16_t nInvisible;
int16_t nTorch;
int16_t field_2;
int16_t nAction;
int16_t bIsMummified;
int16_t invincibility;
int16_t nAir;
int16_t nSeq;
int16_t nMaskAmount;
uint16_t keys;
short nMagic;
short nItem;
int16_t nMagic;
int16_t nItem;
uint8_t items[8];
short nAmmo[7]; // TODO - kMaxWeapons?
int16_t nAmmo[7]; // TODO - kMaxWeapons?
short nCurrentWeapon;
short field_3FOUR;
@ -91,21 +91,21 @@ struct Player
PlayerHorizon horizon;
PlayerAngle angle;
short nBreathTimer;
short nPlayerSwear;
short nPlayerPushSect;
short nDeathType;
short nPlayerScore;
short nPlayerColor;
int16_t nBreathTimer;
int16_t nPlayerSwear;
int nPlayerPushSect;
int16_t nDeathType;
int16_t nPlayerScore;
int16_t nPlayerColor;
int16_t nPistolClip;
int nPlayerDY;
int nPlayerDX;
short nPistolClip;
int nXDamage;
int nYDamage;
short nPlayerOldWeapon;
short nPlayerClip;
short nPlayerPushSound;
short nTauntTimer;
int16_t nPlayerOldWeapon;
int16_t nPlayerClip;
int16_t nPlayerPushSound;
int16_t nTauntTimer;
uint16_t nPlayerWeapons; // each set bit represents a weapon the player has
short nPlayerViewSect;
PlayerSave sPlayerSave;

View file

@ -39,8 +39,8 @@ struct Switch
{
short nWaitTimer;
short nWait;
short nChannel;
short nLink;
int nChannel;
int nLink;
short nRunPtr;
int nSector;
short nRun2;
@ -122,7 +122,7 @@ void InitSwitch()
memset(SwitchData, 0, sizeof(SwitchData));
}
std::pair<int, int> BuildSwReady(int nChannel, short nLink)
std::pair<int, int> BuildSwReady(int nChannel, int nLink)
{
if (SwitchCount <= 0 || nLink < 0) {
I_Error("Too many switch readys!\n");
@ -137,11 +137,11 @@ std::pair<int, int> BuildSwReady(int nChannel, short nLink)
void AISWReady::Process(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
assert(sRunChannels[nChannel].c < 8);
int8_t nVal = LinkMap[nLink].v[sRunChannels[nChannel].c];
@ -175,7 +175,7 @@ std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx)
void AISWPause::ProcessChannel(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
if (SwitchData[nSwitch].nRunPtr >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
@ -185,9 +185,9 @@ void AISWPause::ProcessChannel(RunListEvent* ev)
void AISWPause::Tick(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nSwitch = RunData[ev->nRun].nObjIndex;
int nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
SwitchData[nSwitch].nWaitTimer--;
if (SwitchData[nSwitch].nWaitTimer <= 0)
@ -204,9 +204,9 @@ void AISWPause::Tick(RunListEvent* ev)
void AISWPause::Process(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nSwitch = RunData[ev->nRun].nObjIndex;
int nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
assert(sRunChannels[nChannel].c < 8);
if (LinkMap[nLink].v[sRunChannels[nChannel].c] < 0) {
@ -250,11 +250,11 @@ std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, int nSector)
void AISWStepOn::ProcessChannel(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nLink = SwitchData[nSwitch].nLink;
short nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
int nChannel = SwitchData[nSwitch].nChannel;
int nSector =SwitchData[nSwitch].nSector;
assert(sRunChannels[nChannel].c < 8);
@ -275,11 +275,11 @@ void AISWStepOn::ProcessChannel(RunListEvent* ev)
void AISWStepOn::TouchFloor(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nLink = SwitchData[nSwitch].nLink;
short nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
int nChannel = SwitchData[nSwitch].nChannel;
int nSector =SwitchData[nSwitch].nSector;
assert(sRunChannels[nChannel].c < 8);
@ -316,7 +316,7 @@ std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, int nSector, int
void AISWNotOnPause::ProcessChannel(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
if (SwitchData[nSwitch].nRun2 >= 0)
@ -336,11 +336,11 @@ void AISWNotOnPause::ProcessChannel(RunListEvent* ev)
void AISWNotOnPause::Tick(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
SwitchData[nSwitch].nWaitTimer -= 4;
if (SwitchData[nSwitch].nWaitTimer <= 0)
@ -353,11 +353,11 @@ void AISWNotOnPause::Tick(RunListEvent* ev)
void AISWNotOnPause::Process(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
assert(sRunChannels[nChannel].c < 8);
@ -377,7 +377,7 @@ void AISWNotOnPause::Process(RunListEvent* ev)
void AISWNotOnPause::TouchFloor(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
SwitchData[nSwitch].nWaitTimer = SwitchData[nSwitch].nWait;
return;
@ -401,11 +401,11 @@ std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, int nSector, int
void AISWPressSector::ProcessChannel(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
if (SwitchData[nSwitch].nRun2 >= 0)
{
@ -426,11 +426,11 @@ void AISWPressSector::ProcessChannel(RunListEvent* ev)
void AISWPressSector::Use(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
int nPlayer = ev->nParam;
if ((PlayerList[nPlayer].keys & SwitchData[nSwitch].nKeyMask) == SwitchData[nSwitch].nKeyMask)
@ -450,7 +450,7 @@ void AISWPressSector::Use(RunListEvent* ev)
}
std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall)
std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, int nWall)
{
if (SwitchCount <= 0 || nLink < 0 || nWall < 0) {
I_Error("Too many switches!\n");
@ -468,11 +468,11 @@ std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall)
void AISWPressWall::Process(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
if (SwitchData[nSwitch].nRun3 >= 0)
{
@ -489,11 +489,11 @@ void AISWPressWall::Process(RunListEvent* ev)
void AISWPressWall::Use(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
int nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nChannel = SwitchData[nSwitch].nChannel;
int nLink = SwitchData[nSwitch].nLink;
int8_t cx = LinkMap[nLink].v[sRunChannels[nChannel].c];