diff --git a/source/games/whaven/src/ai.cpp b/source/games/whaven/src/ai.cpp index f04cf3162..22aecc460 100644 --- a/source/games/whaven/src/ai.cpp +++ b/source/games/whaven/src/ai.cpp @@ -445,15 +445,15 @@ Collision aimove(DWHActor* actor) int oz = spr.z; // short osect = spr.sectnum; - int movestate = movesprite(actor->GetSpriteIndex(), (bcos(spr.ang) * TICSPERFRAME) << 3, + int movestat = movesprite(actor->GetSpriteIndex(), (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, CLIFFCLIP); if (((zr_florz - oz) >> 4) > tileHeight(spr.picnum) + (spr.yrepeat << 2) - || (movestate & kHitTypeMask) == kHitWall) { + || (movestat & kHitTypeMask) == kHitWall) { SetActorPos(actor, ox, oy, oz); - if ((movestate & kHitTypeMask) != kHitWall) { + if ((movestat & kHitTypeMask) != kHitWall) { if (isWh2()) spr.z += WH2GRAVITYCONSTANT; else @@ -464,12 +464,12 @@ Collision aimove(DWHActor* actor) spr.z = zr_florz; - return movestate; + return movestat; } Collision aifly(DWHActor* actor) { SPRITE& spr = actor->s(); - int movestate = movesprite(actor->GetSpriteIndex(), (bcos(spr.ang) * TICSPERFRAME) << 3, + int movestat = movesprite(actor->GetSpriteIndex(), (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, CLIFFCLIP); spr.z -= TICSPERFRAME << 8; @@ -482,7 +482,7 @@ Collision aifly(DWHActor* actor) { if (spr.z - (tileHeight(spr.picnum) << 7) < zr_ceilz) spr.z = zr_ceilz + (tileHeight(spr.picnum) << 7); - return Collision(movestate); + return Collision(movestat); } diff --git a/source/games/whaven/src/whani.cpp b/source/games/whaven/src/whani.cpp index 7771aa3fb..ac9bd284f 100644 --- a/source/games/whaven/src/whani.cpp +++ b/source/games/whaven/src/whani.cpp @@ -9,7 +9,7 @@ BEGIN_WH_NS void animateobjs(PLAYER& plr) { boolean hitdamage = false; - short osectnum = 0, hitobject; + short osectnum = 0; int dax, day, daz = 0, j, k; short movestat = 0; @@ -29,17 +29,17 @@ void animateobjs(PLAYER& plr) { switch (spr.extra) { case 1: spr.zvel += TICSPERFRAME << 3; - movestat = (short) movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 3, + movestat = movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, spr.zvel, 4 << 8, 4 << 8, 0); break; case 2: spr.zvel += TICSPERFRAME << 5; - movestat = (short) movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 1, + movestat = movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 1, (bsin(spr.ang) * TICSPERFRAME) << 1, spr.zvel, 4 << 8, 4 << 8, 0); break; case 3: spr.zvel -= TICSPERFRAME << 5; - movestat = (short) movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 2, + movestat = movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 2, (bsin(spr.ang) * TICSPERFRAME) << 2, spr.zvel, 4 << 8, 4 << 8, 0); if (spr.lotag < 0) { spr.lotag = 30; @@ -295,7 +295,7 @@ void animateobjs(PLAYER& plr) { for (k = startwall; k <= endwall; k++) { wall[k].shade = (byte) ((wall[k].shade + j) >> 1); } - movestat = (short) movesprite((short) i, + movestat = movesprite((short) i, (plr.angle.ang.bcos() << TICSPERFRAME) << 8, (plr.angle.ang.bsin() << TICSPERFRAME) << 8, 0, 4 << 8, 4 << 8, 0); @@ -446,7 +446,7 @@ void animateobjs(PLAYER& plr) { spr.extra = 1; spr.lotag = 512; } else { - movestat = (short) movesprite((short) i, + movestat = movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0); SetActorPos(actor, &spr.pos); @@ -463,7 +463,7 @@ void animateobjs(PLAYER& plr) { } else { spr.z -= TICSPERFRAME << 4; spr.ang = (short) ((spr.ang + (TICSPERFRAME << 2)) & 2047); - movestat = (short) movesprite((short) i, + movestat = movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0); SetActorPos(actor, &spr.pos); @@ -479,7 +479,7 @@ void animateobjs(PLAYER& plr) { DeleteActor(actor); continue; } else { - movestat = (short) movesprite((short) i, + movestat = movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0); SetActorPos(actor, &spr.pos); @@ -716,7 +716,7 @@ void animateobjs(PLAYER& plr) { if (spr.z < zr_florz) daz = spr.zvel += (TICSPERFRAME << 9); - hitobject = (short) movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3, + movestat = movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, daz, 4 << 8, 4 << 8, 0); SetActorPos(actor, &spr.pos); @@ -727,7 +727,7 @@ void animateobjs(PLAYER& plr) { startredflash(50); } - if ((hitobject & 0xc0000) == 16384) { + if ((movestat & 0xc0000) == 16384) { if (sector[spr.sectnum].floorpicnum == WATER) { makemonstersplash(SPLASHAROO, i); } @@ -762,7 +762,7 @@ void animateobjs(PLAYER& plr) { if (spr.z < zr_florz) daz = spr.zvel += (TICSPERFRAME << 5); - hitobject = (short) movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3, + movestat = movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, daz, 4 << 8, 4 << 8, 0); SetActorPos(actor, &spr.pos); @@ -776,15 +776,15 @@ void animateobjs(PLAYER& plr) { continue; } - if ((hitobject & 0xc000) == 16384) { + if ((movestat & 0xc000) == 16384) { SetNewStatus(actor, BROKENVASE); continue; } - if ((hitobject & 0xc000) == 49152) { // Bullet hit a sprite + if ((movestat & 0xc000) == 49152) { // Bullet hit a sprite - if (spr.owner != hitobject) { - hitdamage = damageactor(plr, hitobject, i); + if (spr.owner != movestat) { + hitdamage = damageactor(plr, movestat, i); if (hitdamage) { SetNewStatus(actor, BROKENVASE); continue; @@ -811,12 +811,12 @@ void animateobjs(PLAYER& plr) { daz = spr.zvel += (TICSPERFRAME << 1); // clip type was 1 - hitobject = (short) movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3, + movestat = movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, daz, 4 << 8, 4 << 8, 0); SetActorPos(actor, &spr.pos); - if (spr.lotag < 0 || (hitobject & 0xc000) == 32768) { + if (spr.lotag < 0 || (movestat & 0xc000) == 32768) { spr.lotag = 0; ChangeActorStat(actor, 0); if (spr.z < sector[spr.sectnum].floorz) { @@ -958,25 +958,25 @@ void animateobjs(PLAYER& plr) { if (spr.picnum == THROWPIKE) { spr.cstat = 0; - hitobject = (short) movesprite((short) i, + movestat = movesprite((short) i, (bcos(spr.extra) * TICSPERFRAME) << 6, (bsin(spr.extra) * TICSPERFRAME) << 6, daz, 4 << 8, 4 << 8, 1); spr.cstat = 21; } else { - hitobject = (short) movesprite((short) i, + movestat = movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 6, // was 3 (bsin(spr.ang) * TICSPERFRAME) << 6, // was 3 daz, 4 << 8, 4 << 8, 1); } - if (hitobject != 0 && spr.picnum == MONSTERBALL) + if (movestat != 0 && spr.picnum == MONSTERBALL) if (spr.owner == sprite[plr.spritenum].owner) { explosion2(i, spr.x, spr.y, spr.z, i); } else { explosion(i, spr.x, spr.y, spr.z, i); } - if ((hitobject & 0xc000) == 16384) { // Hits a ceiling / floor + if ((movestat & 0xc000) == 16384) { // Hits a ceiling / floor if (spr.picnum == THROWPIKE) { spr.picnum++; spr.detail = WALLPIKETYPE; @@ -986,7 +986,7 @@ void animateobjs(PLAYER& plr) { } DeleteActor(actor); continue; - } else if ((hitobject & 0xc000) == 32768) { // hit a wall + } else if ((movestat & 0xc000) == 32768) { // hit a wall if (spr.picnum == MONSTERBALL) { if (spr.owner == sprite[plr.spritenum].owner) @@ -1004,9 +1004,9 @@ void animateobjs(PLAYER& plr) { DeleteActor(actor); continue; } else if (spr.lotag < 0 && spr.picnum == PLASMA) - hitobject = 1; + movestat = 1; - if ((hitobject & 0xc000) == 49152) { // Bullet hit a sprite + if ((movestat & 0xc000) == 49152) { // Bullet hit a sprite if (spr.picnum == MONSTERBALL) { if (spr.owner == sprite[plr.spritenum].owner) explosion2(i, spr.x, spr.y, spr.z, i); @@ -1014,15 +1014,15 @@ void animateobjs(PLAYER& plr) { explosion(i, spr.x, spr.y, spr.z, i); } - if (spr.owner != hitobject) - hitdamage = damageactor(plr, hitobject, i); + if (spr.owner != movestat) + hitdamage = damageactor(plr, movestat, i); if (hitdamage) { DeleteActor(actor); continue; } } - if (hitobject != 0 || spr.lotag < 0) { + if (movestat != 0 || spr.lotag < 0) { int pic = spr.picnum; switch (pic) { case PLASMA: @@ -1076,7 +1076,7 @@ void animateobjs(PLAYER& plr) { spr.cstat = 0; - hitobject = (short) movesprite(i, (bcos(spr.extra) * TICSPERFRAME) << 6, + movestat = movesprite(i, (bcos(spr.extra) * TICSPERFRAME) << 6, (bsin(spr.extra) * TICSPERFRAME) << 6, daz, 4 << 8, 4 << 8, 0); if (spr.picnum == WALLARROW || spr.picnum == THROWHALBERD) @@ -1086,7 +1086,7 @@ void animateobjs(PLAYER& plr) { else spr.cstat = 0x15; - if ((hitobject & 0xc000) == 16384) { // Hits a ceiling / floor + if ((movestat & 0xc000) == 16384) { // Hits a ceiling / floor // EG Bugfix 17 Aug 2014: Since the game thinks that a javlin hitting the // player's pike axe is a // floor/ceiling hit rather than a sprite hit, we'll need to check if the JAVLIN @@ -1102,7 +1102,7 @@ void animateobjs(PLAYER& plr) { ChangeActorStat(actor, INACTIVE); // EG Note: RAF.H gives this a nice name, so use it } continue; - } else if ((hitobject & 0xc000) == 32768) { // hit a wall + } else if ((movestat & 0xc000) == 32768) { // hit a wall if (spr.picnum == THROWPIKE) { spr.picnum++; @@ -1113,10 +1113,10 @@ void animateobjs(PLAYER& plr) { continue; } - if ((hitobject - 49152) >= 0 || (hitobject & 0xc000) == 49152) { // Bullet hit a sprite - j = (hitobject & 4095); // j is the spritenum that the bullet (spritenum i) hit + if ((movestat - 49152) >= 0 || (movestat & 0xc000) == 49152) { // Bullet hit a sprite + j = (movestat & 4095); // j is the spritenum that the bullet (spritenum i) hit - hitdamage = damageactor(plr, hitobject, i); + hitdamage = damageactor(plr, movestat, i); if (hitdamage) continue; @@ -1132,7 +1132,7 @@ void animateobjs(PLAYER& plr) { } } - if (hitobject != 0) { + if (movestat != 0) { DeleteActor(actor); } } @@ -1149,7 +1149,7 @@ void animateobjs(PLAYER& plr) { dax = spr.xvel >> 3; day = spr.yvel >> 3; daz = spr.zvel -= TICSPERFRAME << 2; - movestat = (short) movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3, + movestat = movesprite(i, (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 1); SetActorPos(actor, &spr.pos); if (spr.extra == 0) { @@ -1190,7 +1190,7 @@ void animateobjs(PLAYER& plr) { yvel >>= 1; } - movestat = (short) movesprite((short) i, xvel, yvel, daz, 4 << 8, 4 << 8, 1); + movestat = movesprite((short) i, xvel, yvel, daz, 4 << 8, 4 << 8, 1); if ((movestat & 0xc000) == 16384) { if (sector[spr.sectnum].floorpicnum == WATER || sector[spr.sectnum].floorpicnum == SLIME @@ -1276,7 +1276,7 @@ void animateobjs(PLAYER& plr) { day = 0; daz = spr.zvel += TICSPERFRAME << 1; daz = (((spr.zvel) * TICSPERFRAME) << 1); - movestat = (short) movesprite(i, dax, day, daz, 4 << 8, 4 << 8, 1); + movestat = movesprite(i, dax, day, daz, 4 << 8, 4 << 8, 1); if ((movestat & 0xc000) == 16384) { spr.lotag = 1200; @@ -1476,7 +1476,7 @@ void animateobjs(PLAYER& plr) { dax = ((((int) spr.xvel) * TICSPERFRAME) >> 3); day = ((((int) spr.yvel) * TICSPERFRAME) >> 3); daz = (((int) spr.zvel) * TICSPERFRAME); - movestat = (short) movesprite((short) i, dax, day, daz, 4 << 8, 4 << 8, 1); + movestat = movesprite((short) i, dax, day, daz, 4 << 8, 4 << 8, 1); SetActorPos(actor, &spr.pos); } @@ -1485,7 +1485,7 @@ void animateobjs(PLAYER& plr) { daz = spr.zvel += TICSPERFRAME << 4; - movestat = (short) movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 3, + movestat = movesprite((short) i, (bcos(spr.ang) * TICSPERFRAME) << 3, (bsin(spr.ang) * TICSPERFRAME) << 3, daz, 4 << 8, 4 << 8, 1); }