- reformatting.

This commit is contained in:
Christoph Oelckers 2021-05-04 18:41:59 +02:00
parent 382a68410a
commit d261d94207

View file

@ -2604,15 +2604,15 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y,
//
//---------------------------------------------------------------------------
int actWallBounceVector(int *x, int *y, int nWall, int a4)
int actWallBounceVector(int* x, int* y, int nWall, int a4)
{
int wx, wy;
GetWallNormal(nWall, &wx, &wy);
int t = DMulScale(*x, wx, *y, wy, 16);
int t2 = mulscale16r(t, a4+0x10000);
int t2 = mulscale16r(t, a4 + 0x10000);
*x -= MulScale(wx, t2, 16);
*y -= MulScale(wy, t2, 16);
return mulscale16r(t, 0x10000-a4);
return mulscale16r(t, 0x10000 - a4);
}
//---------------------------------------------------------------------------
@ -2621,26 +2621,26 @@ int actWallBounceVector(int *x, int *y, int nWall, int a4)
//
//---------------------------------------------------------------------------
int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5)
int actFloorBounceVector(int* x, int* y, int* z, int nSector, int a5)
{
int t = 0x10000-a5;
int t = 0x10000 - a5;
if (sector[nSector].floorheinum == 0)
{
int t2 = MulScale(*z, t, 16);
*z = -(*z-t2);
*z = -(*z - t2);
return t2;
}
walltype *pWall = &wall[sector[nSector].wallptr];
walltype *pWall2 = &wall[pWall->point2];
int angle = getangle(pWall2->x-pWall->x, pWall2->y-pWall->y)+512;
int t2 = sector[nSector].floorheinum<<4;
walltype* pWall = &wall[sector[nSector].wallptr];
walltype* pWall2 = &wall[pWall->point2];
int angle = getangle(pWall2->x - pWall->x, pWall2->y - pWall->y) + 512;
int t2 = sector[nSector].floorheinum << 4;
int t3 = approxDist(-0x10000, t2);
int t4 = DivScale(-0x10000, t3, 16);
int t5 = DivScale(t2, t3, 16);
int t6 = MulScale(t5, Cos(angle), 30);
int t7 = MulScale(t5, Sin(angle), 30);
int t8 = TMulScale(*x, t6, *y, t7, *z, t4, 16);
int t9 = MulScale(t8, 0x10000+a5, 16);
int t9 = MulScale(t8, 0x10000 + a5, 16);
*x -= MulScale(t6, t9, 16);
*y -= MulScale(t7, t9, 16);
*z -= MulScale(t4, t9, 16);
@ -2766,7 +2766,7 @@ static void actNapalmMove(DBloodActor* actor)
//
//---------------------------------------------------------------------------
static DBloodActor *actSpawnFloor(DBloodActor *actor)
static DBloodActor* actSpawnFloor(DBloodActor* actor)
{
auto pSprite = &actor->s();
short sector = pSprite->sectnum;
@ -2774,19 +2774,19 @@ static DBloodActor *actSpawnFloor(DBloodActor *actor)
int y = pSprite->y;
updatesector(x, y, &sector);
int zFloor = getflorzofslope(sector, x, y);
auto *spawned = actSpawnSprite(sector, x, y, zFloor, 3, 0);
auto* spawned = actSpawnSprite(sector, x, y, zFloor, 3, 0);
if (spawned) spawned->s().cstat &= ~257;
return spawned;
}
static DBloodActor *actDropAmmo(DBloodActor *actor, int nType)
static DBloodActor* actDropAmmo(DBloodActor* actor, int nType)
{
if (!actor) return nullptr;
auto pSprite = &actor->s();
if (pSprite->statnum < kMaxStatus && nType >= kItemAmmoBase && nType < kItemAmmoMax)
{
auto act2 = actSpawnFloor(actor);
const AMMOITEMDATA *pAmmo = &gAmmoItemData[nType - kItemAmmoBase];
const AMMOITEMDATA* pAmmo = &gAmmoItemData[nType - kItemAmmoBase];
auto pSprite2 = &act2->s();
pSprite2->type = nType;
pSprite2->picnum = pAmmo->picnum;
@ -2798,14 +2798,14 @@ static DBloodActor *actDropAmmo(DBloodActor *actor, int nType)
return nullptr;
}
static DBloodActor *actDropWeapon(DBloodActor *actor, int nType)
static DBloodActor* actDropWeapon(DBloodActor* actor, int nType)
{
if (!actor) return nullptr;
auto pSprite = &actor->s();
if (pSprite->statnum < kMaxStatus && nType >= kItemWeaponBase && nType < kItemWeaponMax)
{
auto act2 = actSpawnFloor(actor);
const WEAPONITEMDATA *pWeapon = &gWeaponItemData[nType - kItemWeaponBase];
const WEAPONITEMDATA* pWeapon = &gWeaponItemData[nType - kItemWeaponBase];
auto pSprite2 = &act2->s();
pSprite2->type = nType;
pSprite2->picnum = pWeapon->picnum;
@ -2824,7 +2824,7 @@ static DBloodActor* actDropItem(DBloodActor* actor, int nType)
if (pSprite->statnum < kMaxStatus && nType >= kItemBase && nType < kItemMax)
{
auto act2 = actSpawnFloor(actor);
const ITEMDATA *pItem = &gItemData[nType - kItemBase];
const ITEMDATA* pItem = &gItemData[nType - kItemBase];
auto pSprite2 = &act2->s();
pSprite2->type = nType;
pSprite2->picnum = pItem->picnum;
@ -2842,7 +2842,7 @@ static DBloodActor* actDropItem(DBloodActor* actor, int nType)
//
//---------------------------------------------------------------------------
static DBloodActor *actDropKey(DBloodActor *actor, int nType)
static DBloodActor* actDropKey(DBloodActor* actor, int nType)
{
if (!actor) return nullptr;
auto pSprite = &actor->s();
@ -2868,7 +2868,7 @@ static DBloodActor *actDropKey(DBloodActor *actor, int nType)
//
//---------------------------------------------------------------------------
static DBloodActor*actDropFlag(DBloodActor* actor, int nType)
static DBloodActor* actDropFlag(DBloodActor* actor, int nType)
{
if (!actor) return nullptr;
auto pSprite = &actor->s();
@ -2892,7 +2892,7 @@ static DBloodActor*actDropFlag(DBloodActor* actor, int nType)
static DBloodActor* actDropObject(DBloodActor* pSprite, int nType)
{
DBloodActor *act2 = nullptr;
DBloodActor* act2 = nullptr;
if (nType >= kItemKeyBase && nType < kItemKeyMax) act2 = actDropKey(pSprite, nType);
else if (nType == kItemFlagA || nType == kItemFlagB) act2 = actDropFlag(pSprite, nType);
@ -2917,19 +2917,19 @@ static DBloodActor* actDropObject(DBloodActor* pSprite, int nType)
//
//---------------------------------------------------------------------------
bool actHealDude(DBloodActor *actor, int add, int threshold)
bool actHealDude(DBloodActor* actor, int add, int threshold)
{
if (!actor) return false;
auto pXDude = &actor->x();
add <<= 4;
threshold <<= 4;
if (pXDude->health < threshold)
{
spritetype *pSprite = &actor->s();
{
spritetype* pSprite = &actor->s();
if (actor->IsPlayerActor()) sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 780, pSprite->sectnum);
pXDude->health = min<uint32_t>(pXDude->health+add, threshold);
pXDude->health = min<uint32_t>(pXDude->health + add, threshold);
return true;
}
}
return false;
}
@ -2944,15 +2944,15 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
removeDudeStuff(pSprite);
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite);
removeDudeStuff(pSprite);
if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL)
{
if (pExtra->weaponType == kGenDudeWeaponKamikaze && Chance(0x4000) && damageType != DAMAGE_TYPE_5 && damageType != DAMAGE_TYPE_4)
{
doExplosion(pSprite, pXSprite->data1 - kTrapExploder);
doExplosion(pSprite, pXSprite->data1 - kTrapExploder);
if (Chance(0x9000)) damageType = (DAMAGE_TYPE)3;
}
}
if (damageType == DAMAGE_TYPE_1)
{
@ -2960,42 +2960,42 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
{
if (pExtra->canBurn)
{
pSprite->type = kDudeModernCustomBurning;
if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
pSprite->pal = 0;
pSprite->type = kDudeModernCustomBurning;
if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
pSprite->pal = 0;
aiGenDudeNewState(pSprite, &genDudeBurnGoto);
actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200;
gDudeExtra[pSprite->extra].time = PlayClock + 360;
aiGenDudeNewState(pSprite, &genDudeBurnGoto);
actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200;
gDudeExtra[pSprite->extra].time = PlayClock + 360;
return true;
}
}
}
else
{
pXSprite->burnTime = 0;
pXSprite->burnSource = -1;
damageType = DAMAGE_TYPE_0;
}
pXSprite->burnTime = 0;
pXSprite->burnSource = -1;
damageType = DAMAGE_TYPE_0;
}
}
}
else
{
pXSprite->locked = 1; // lock while transforming
pXSprite->locked = 1; // lock while transforming
aiSetGenIdleState(pSprite, pXSprite); // set idle state
aiSetGenIdleState(pSprite, pXSprite); // set idle state
if (pXSprite->key > 0) // drop keys
actDropObject(pSprite, kItemKeyBase + pXSprite->key - 1);
if (pXSprite->key > 0) // drop keys
actDropObject(pSprite, kItemKeyBase + pXSprite->key - 1);
if (pXSprite->dropMsg > 0) // drop items
actDropObject(pSprite, pXSprite->dropMsg);
if (pXSprite->dropMsg > 0) // drop items
actDropObject(pSprite, pXSprite->dropMsg);
pSprite->flags &= ~kPhysMove; xvel[pSprite->index] = yvel[pSprite->index] = 0;
pSprite->flags &= ~kPhysMove; xvel[pSprite->index] = yvel[pSprite->index] = 0;
playGenDudeSound(pSprite, kGenDudeSndTransforming);
int seqId = pXSprite->data2 + kGenDudeSeqTransform;
playGenDudeSound(pSprite, kGenDudeSndTransforming);
int seqId = pXSprite->data2 + kGenDudeSeqTransform;
if (getSequence(seqId)) seqSpawn(seqId, actor, -1);
else
{
@ -3004,30 +3004,30 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
if (pEffectA != nullptr)
{
auto pEffect = &pEffectA->s();
pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
pEffect->pal = 6;
pEffect->xrepeat = pSprite->xrepeat;
pEffect->yrepeat = pSprite->yrepeat;
}
GIBTYPE nGibType;
for (int i = 0; i < 3; i++)
{
if (Chance(0x3000)) nGibType = GIBTYPE_6;
else if (Chance(0x2000)) nGibType = GIBTYPE_5;
else nGibType = GIBTYPE_17;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
CGibPosition gibPos(pSprite->x, pSprite->y, top);
CGibVelocity gibVel(actor->xvel() >> 1, actor->yvel() >> 1, -0xccccc);
GibSprite(pSprite, nGibType, &gibPos, &gibVel);
}
pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
pEffect->pal = 6;
pEffect->xrepeat = pSprite->xrepeat;
pEffect->yrepeat = pSprite->yrepeat;
}
pXSprite->sysData1 = kGenDudeTransformStatus; // in transform
return true;
GIBTYPE nGibType;
for (int i = 0; i < 3; i++)
{
if (Chance(0x3000)) nGibType = GIBTYPE_6;
else if (Chance(0x2000)) nGibType = GIBTYPE_5;
else nGibType = GIBTYPE_17;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
CGibPosition gibPos(pSprite->x, pSprite->y, top);
CGibVelocity gibVel(actor->xvel() >> 1, actor->yvel() >> 1, -0xccccc);
GibSprite(pSprite, nGibType, &gibPos, &gibVel);
}
}
pXSprite->sysData1 = kGenDudeTransformStatus; // in transform
return true;
}
return false;
}
#endif
@ -3038,7 +3038,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
//
//---------------------------------------------------------------------------
static bool actKillDudeStage1(DBloodActor* actor,DAMAGE_TYPE damageType)
static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
@ -3272,7 +3272,7 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq)
if (nSeq == 2)
{
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nDudeToGibClient1);
spawnGibs(actor, GIBTYPE_27, -0xccccc);
spawnGibs(actor, GIBTYPE_27, -0xccccc);
}
else if (nSeq == 1 && Chance(0x4000))
{
@ -3282,7 +3282,7 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq)
actor->x().data1 = 35;
actor->x().data2 = 5;
spawnGibs(actor, GIBTYPE_27, -0x111111);
spawnGibs(actor, GIBTYPE_27, -0x111111);
}
else if (nSeq == 14)seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
else if (nSeq == 3) seqSpawn(dudeInfo[nType].seqStartID + 13, actor, nDudeToGibClient2);
@ -3423,10 +3423,10 @@ static void zombieButcherDeath(DBloodActor* actor, int nSeq)
static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
{
auto pSprite = &actor->s();
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, sound1 + 2, -1, 0);
else sfxPlay3DSound(pSprite, sound1 + Random(2), -1, 0);
seqSpawn(seqnum, actor, -1);
auto pSprite = &actor->s();
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, sound1 + 2, -1, 0);
else sfxPlay3DSound(pSprite, sound1 + Random(2), -1, 0);
seqSpawn(seqnum, actor, -1);
}
//---------------------------------------------------------------------------
@ -3437,11 +3437,11 @@ static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
{
spritetype *pKillerSprite = &killerActor->s();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax && actor->hasX());
int nType = pSprite->type-kDudeBase;
XSPRITE *pXSprite = &actor->x();
spritetype* pKillerSprite = &killerActor->s();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax&& actor->hasX());
int nType = pSprite->type - kDudeBase;
XSPRITE* pXSprite = &actor->x();
if (actKillDudeStage1(actor, damageType)) return;
@ -3459,7 +3459,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
int nSeq = checkDamageType(actor, damageType);
if (!getSequence(getDudeInfo(nType+kDudeBase)->seqStartID + nSeq))
if (!getSequence(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq))
{
seqKill(actor);
gKillMgr.AddKill(pSprite);
@ -3477,8 +3477,8 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
sfxPlay3DSound(pSprite, 1018+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, nSeq == 3? nDudeToGibClient2 : nDudeToGibClient1);
sfxPlay3DSound(pSprite, 1018 + Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
break;
case kDudeBurningCultist:
@ -3509,7 +3509,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
case kDudeBurningInnocent:
damageType = DAMAGE_TYPE_3;
seqSpawn(dudeInfo[nType].seqStartID+7, actor, nDudeToGibClient1);
seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1);
break;
case kDudeZombieButcher:
@ -3539,7 +3539,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
case kDudeSpiderBrown:
if (pSprite->owner != -1)
{
spritetype *pOwner = &sprite[pSprite->owner];
spritetype* pOwner = &sprite[pSprite->owner];
gDudeExtra[pOwner->extra].at6.u1.xval2--;
}
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
@ -3548,7 +3548,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
case kDudeSpiderRed:
if (pSprite->owner != -1)
{
spritetype *pOwner = &sprite[pSprite->owner];
spritetype* pOwner = &sprite[pSprite->owner];
gDudeExtra[pOwner->extra].at6.u1.xval2--;
}
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
@ -3557,7 +3557,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
case kDudeSpiderBlack:
if (pSprite->owner != -1)
{
spritetype *pOwner = &sprite[pSprite->owner];
spritetype* pOwner = &sprite[pSprite->owner];
gDudeExtra[pOwner->extra].at6.u1.xval2--;
}
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
@ -3565,7 +3565,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
case kDudeSpiderMother:
sfxPlay3DSound(pSprite, 1850, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, -1);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudeGillBeast:
@ -3621,32 +3621,32 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
case kDudeTchernobog:
sfxPlay3DSound(pSprite, 2380, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, -1);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudeBurningTinyCaleb:
damageType = DAMAGE_TYPE_3;
seqSpawn(dudeInfo[nType].seqStartID+11, actor, nDudeToGibClient1);
seqSpawn(dudeInfo[nType].seqStartID + 11, actor, nDudeToGibClient1);
break;
case kDudeBeast:
sfxPlay3DSound(pSprite, 9000+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, nSeq == 3? nDudeToGibClient2 : nDudeToGibClient1);
sfxPlay3DSound(pSprite, 9000 + Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
break;
case kDudeBurningBeast:
damageType = DAMAGE_TYPE_3;
seqSpawn(dudeInfo[nType].seqStartID+12, actor, nDudeToGibClient1);
seqSpawn(dudeInfo[nType].seqStartID + 12, actor, nDudeToGibClient1);
break;
default:
seqSpawn(getDudeInfo(nType+kDudeBase)->seqStartID+nSeq, actor, -1);
seqSpawn(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq, actor, -1);
break;
}
if (damageType == DAMAGE_TYPE_3)
{
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
for (int i = 0; i < 3; i++)
if (pDudeInfo->nGibType[i] > -1)
GibSprite(pSprite, (GIBTYPE)pDudeInfo->nGibType[i], nullptr, nullptr);