From fd2764dc6eca1f73f69f499b976ec31aebe6e520 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 7 Nov 2021 14:07:08 +0100 Subject: [PATCH] - Duke: eliminated all local short variables in actors*.cpp. --- source/build/include/build.h | 2 +- source/build/src/engine.cpp | 2 +- source/games/duke/src/actors.cpp | 29 +++++++++--------- source/games/duke/src/actors_d.cpp | 48 +++++++++++++++--------------- source/games/duke/src/actors_r.cpp | 34 ++++++++++----------- source/games/duke/src/dispatch.cpp | 12 ++++---- source/games/duke/src/duke3d.h | 8 ++--- 7 files changed, 67 insertions(+), 68 deletions(-) diff --git a/source/build/include/build.h b/source/build/include/build.h index c91357256..f9e164ec7 100644 --- a/source/build/include/build.h +++ b/source/build/include/build.h @@ -411,7 +411,7 @@ void neartag(int32_t xs, int32_t ys, int32_t zs, int16_t sectnum, int16_t ange int32_t cansee(int32_t x1, int32_t y1, int32_t z1, int16_t sect1, int32_t x2, int32_t y2, int32_t z2, int16_t sect2); int32_t inside(int32_t x, int32_t y, int sectnum); -void dragpoint(int16_t pointhighlight, int32_t dax, int32_t day, uint8_t flags = 0); +void dragpoint(int pointhighlight, int32_t dax, int32_t day, uint8_t flags = 0); int32_t try_facespr_intersect(uspriteptr_t const spr, vec3_t const in, int32_t vx, int32_t vy, int32_t vz, vec3_t * const intp, int32_t strictly_smaller_than_p); diff --git a/source/build/src/engine.cpp b/source/build/src/engine.cpp index d42c0f588..3e809e6ae 100644 --- a/source/build/src/engine.cpp +++ b/source/build/src/engine.cpp @@ -1177,7 +1177,7 @@ void neartag(int32_t xs, int32_t ys, int32_t zs, int16_t sectnum, int16_t ange, // flags: // 1: don't reset walbitmap[] (the bitmap of already dragged vertices) // 2: In the editor, do wall[].cstat |= (1<<14) also for the lastwall(). -void dragpoint(int16_t pointhighlight, int32_t dax, int32_t day, uint8_t flags) +void dragpoint(int pointhighlight, int32_t dax, int32_t day, uint8_t flags) { int32_t i, numyaxwalls=0; static int16_t yaxwalls[MAXWALLS]; diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 3aea5a44a..1ff6b6e33 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -129,7 +129,7 @@ void checkavailinven(struct player_struct* player) void checkavailweapon(struct player_struct* player) { - short i, snum; + int i, snum; int weap; if (player->wantweaponfire >= 0) @@ -283,7 +283,7 @@ void ms(DDukeActor* const actor) { //T1,T2 and T3 are used for all the sector moving stuff!!! - short startwall, endwall, x; + int startwall, endwall, x; int tx, ty; auto s = actor->s; @@ -383,7 +383,7 @@ void movedummyplayers(void) else { if (spri->sector()->lotag != 2) spri->z = spri->sector()->floorz; - spri->cstat = (short)32768; + spri->cstat = 32768; } } @@ -1662,7 +1662,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p { if (actor_tog == 1) { - s->cstat = (short)32768; + s->cstat = 32768; return; } else if (actor_tog == 2) s->cstat = 257; @@ -1873,8 +1873,8 @@ void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int { if (sprj->lotag == 1) { - sprj->lotag = (short)65535; - sprj->hitag = (short)65535; + sprj->lotag = -1; + sprj->hitag = -1; } } else if (sprj->picnum == REACTOR) @@ -1887,7 +1887,7 @@ void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int } else if (sprj->picnum == REACTORSPARK || sprj->picnum == REACTOR2SPARK) { - sprj->cstat = (short)32768; + sprj->cstat = 32768; } } return; @@ -2006,7 +2006,7 @@ void camera(DDukeActor *actor) if (j >= 0) { t[0] = 1; // static - s->cstat = (short)32768; + s->cstat = 32768; for (int x = 0; x < 5; x++) RANDOMSCRAP(actor); return; @@ -2604,7 +2604,7 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6) // //--------------------------------------------------------------------------- -void gutsdir(DDukeActor* actor, short gtype, short n, short p) +void gutsdir(DDukeActor* actor, int gtype, int n, int p) { int sx, sy; @@ -3452,8 +3452,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) if (ldist(Owner, actor) < 1024) { - short ta; - ta = s->ang; + auto ta = s->ang; s->ang = getangle(ps[p].pos.x - s->x, ps[p].pos.y - s->y); s->ang = ta; actor->SetOwner(nullptr); @@ -3526,7 +3525,7 @@ void handle_se08(DDukeActor *actor, bool checkhitag1) if (j >= 0) { - short sn; + int sn; if ((sc->lotag & 0x8000) || actor->temp_data[4]) x = -t[3]; @@ -4307,8 +4306,8 @@ void handle_se20(DDukeActor* actor) } } - dragpoint((short)t[1], wall[t[1]].x + x, wall[t[1]].y + l); - dragpoint((short)t[2], wall[t[2]].x + x, wall[t[2]].y + l); + dragpoint(t[1], wall[t[1]].x + x, wall[t[1]].y + l); + dragpoint(t[2], wall[t[2]].x + x, wall[t[2]].y + l); for (int p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].cursectnum == s->sectnum && ps[p].on_ground) @@ -5178,7 +5177,7 @@ int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, int* dax, int* day void alterang(int ang, DDukeActor* actor, int playernum) { auto s = actor->s; - short aang, angdif, goalang, j; + int aang, angdif, goalang, j; int ticselapsed; int* t = actor->temp_data; diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 32b735cd2..6d64660c9 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -342,10 +342,10 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h walltype* wal; int d, q, x1, y1; int sectcnt, sectend, dasect, startwall, endwall, nextsect; - short p, x; + int p, x; int sect; static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC }; - short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64. + int tempsect[128]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64. auto spri = actor->s; @@ -353,14 +353,14 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if(spri->picnum != SHRINKSPARK) { - tempshort[0] = spri->sectnum; + tempsect[0] = spri->sectnum; dasect = spri->sectnum; auto dasectp = spri->sector(); sectcnt = 0; sectend = 1; do { - dasect = tempshort[sectcnt++]; + dasect = tempsect[sectcnt++]; if (((dasectp->ceilingz - spri->z) >> 8) < r) { d = abs(wall[dasectp->wallptr].x - spri->x) + abs(wall[dasectp->wallptr].y - spri->y); @@ -384,8 +384,8 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (nextsect >= 0) { for (dasect = sectend - 1; dasect >= 0; dasect--) - if (tempshort[dasect] == nextsect) break; - if (dasect < 0) tempshort[sectend++] = nextsect; + if (tempsect[dasect] == nextsect) break; + if (dasect < 0) tempsect[sectend++] = nextsect; } x1 = (((wal->x + wall[wal->point2].x) >> 1) + spri->x) >> 1; y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1; @@ -393,7 +393,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum)) fi.checkhitwall(actor, x, wal->x, wal->y, spri->z, spri->picnum); } - } while (sectcnt < sectend); + } while (sectcnt < sectend && sectcnt < countof(tempsect)); } SKIPWALLCHECK: @@ -541,7 +541,7 @@ SKIPWALLCHECK: int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision &result) { int daz, h, oldx, oldy; - short cd; + int clipdist; int dasectnum; auto spri = actor->s; @@ -574,13 +574,13 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un else { if (spri->picnum == LIZMAN) - cd = 292; + clipdist = 292; else if (actorflag(actor, SFLAG_BADGUY)) - cd = spri->clipdist << 2; + clipdist = spri->clipdist << 2; else - cd = 192; + clipdist = 192; - clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype, result); + clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), clipdist, (4 << 8), (4 << 8), cliptype, result); } // conditional code from hell... @@ -629,17 +629,17 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un // //--------------------------------------------------------------------------- -void lotsofmoney_d(DDukeActor *actor, short n) +void lotsofmoney_d(DDukeActor *actor, int n) { lotsofstuff(actor, n, MONEY); } -void lotsofmail_d(DDukeActor *actor, short n) +void lotsofmail_d(DDukeActor *actor, int n) { lotsofstuff(actor, n, MAIL); } -void lotsofpaper_d(DDukeActor *actor, short n) +void lotsofpaper_d(DDukeActor *actor, int n) { lotsofstuff(actor, n, PAPER); } @@ -650,7 +650,7 @@ void lotsofpaper_d(DDukeActor *actor, short n) // //--------------------------------------------------------------------------- -void guts_d(DDukeActor* actor, short gtype, short n, short p) +void guts_d(DDukeActor* actor, int gtype, int n, int p) { auto s = actor->s; int gutz, floorz; @@ -707,7 +707,7 @@ void guts_d(DDukeActor* actor, short gtype, short n, short p) void movefta_d(void) { int x, px, py, sx, sy; - short p; + int p; int psect, ssect; int j; @@ -825,7 +825,7 @@ DDukeActor* ifhitsectors_d(int sectnum) int ifhitbyweapon_d(DDukeActor *actor) { - short p; + int p; auto spri = actor->s; auto hitowner = actor->GetHitOwner(); @@ -2323,7 +2323,7 @@ static void greenslime(DDukeActor *actor) { if (actor_tog == 1) { - s->cstat = (short)32768; + s->cstat = 32768; return; } else if (actor_tog == 2) s->cstat = 257; @@ -2459,7 +2459,7 @@ static void greenslime(DDukeActor *actor) if (t[3] > 0) { - short frames[] = { 5,5,6,6,7,7,6,5 }; + static const uint8_t frames[] = { 5,5,6,6,7,7,6,5 }; s->picnum = GREENSLIME + frames[t[3]]; @@ -2977,7 +2977,7 @@ DETONATEB: { t[2] = gs.respawnitemtime; spawn(actor, RESPAWNMARKERRED); - s->cstat = (short)32768; + s->cstat = 32768; s->yrepeat = 9; return; } @@ -3020,7 +3020,7 @@ DETONATEB: { t[2] = gs.respawnitemtime; spawn(actor, RESPAWNMARKERRED); - s->cstat = (short)32768; + s->cstat = 32768; } } @@ -3192,7 +3192,7 @@ void moveactors_d(void) { if (actor_tog == 1) { - s->cstat = (short)32768; + s->cstat = 32768; continue; } else if (actor_tog == 2) s->cstat = 257; @@ -3788,7 +3788,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) auto spr = actor->s; auto t = actor->temp_data; int l; - short goalang, angdif; + int goalang, angdif; int daxvel; int a = spr->hitag; diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 6ade5ed74..308f3c427 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -116,7 +116,7 @@ void check_fta_sounds_r(DDukeActor* actor) void addweapon_r(struct player_struct* p, int weapon) { - short cw = p->curr_weapon; + int cw = p->curr_weapon; if (p->OnMotorcycle || p->OnBoat) { p->gotweapon[weapon] = true;; @@ -221,10 +221,10 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h sectortype* dasectp; int d, q, x1, y1; int sectcnt, sectend, dasect, startwall, endwall, nextsect; - short p, x; + int p, x; int sect; static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC }; - short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64. + int tempsect[128]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64. auto spri = actor->s; @@ -233,14 +233,14 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (spri->picnum == RPG || ((isRRRA()) && spri->picnum == RPG2)) goto SKIPWALLCHECK; } - tempshort[0] = spri->sectnum; + tempsect[0] = spri->sectnum; dasect = spri->sectnum; dasectp = spri->sector(); sectcnt = 0; sectend = 1; do { - dasect = tempshort[sectcnt++]; + dasect = tempsect[sectcnt++]; if (((dasectp->ceilingz - spri->z) >> 8) < r) { d = abs(wall[dasectp->wallptr].x - spri->x) + abs(wall[dasectp->wallptr].y - spri->y); @@ -264,8 +264,8 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (nextsect >= 0) { for (dasect = sectend - 1; dasect >= 0; dasect--) - if (tempshort[dasect] == nextsect) break; - if (dasect < 0) tempshort[sectend++] = nextsect; + if (tempsect[dasect] == nextsect) break; + if (dasect < 0) tempsect[sectend++] = nextsect; } x1 = (((wal->x + wall[wal->point2].x) >> 1) + spri->x) >> 1; y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1; @@ -273,7 +273,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum)) fi.checkhitwall(actor, x, wal->x, wal->y, spri->z, spri->picnum); } - } while (sectcnt < sectend); + } while (sectcnt < sectend && sectcnt < countof(tempsect)); SKIPWALLCHECK: @@ -387,7 +387,7 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un { int daz, h, oldx, oldy; int dasectnum; - short cd; + int clipdist; auto spri = actor->s; int bg = badguy(actor); @@ -417,8 +417,8 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype, result); else { - cd = 192; - clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype, result); + clipdist = 192; + clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), clipdist, (4 << 8), (4 << 8), cliptype, result); } if (dasectnum < 0 || (dasectnum >= 0 && actor->actorstayput >= 0 && actor->actorstayput != dasectnum)) @@ -461,7 +461,7 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un // //--------------------------------------------------------------------------- -void lotsoffeathers_r(DDukeActor *actor, short n) +void lotsoffeathers_r(DDukeActor *actor, int n) { lotsofstuff(actor, n, MONEY); } @@ -473,7 +473,7 @@ void lotsoffeathers_r(DDukeActor *actor, short n) // //--------------------------------------------------------------------------- -void guts_r(DDukeActor* actor, short gtype, short n, short p) +void guts_r(DDukeActor* actor, int gtype, int n, int p) { auto s = actor->s; int gutz, floorz; @@ -530,7 +530,7 @@ void guts_r(DDukeActor* actor, short gtype, short n, short p) void movefta_r(void) { int x, px, py, sx, sy; - short j, p; + int j, p; int psect, ssect; DukeStatIterator it(STAT_ZOMBIEACTOR); @@ -2733,7 +2733,7 @@ DETONATEB: { t[2] = gs.respawnitemtime; spawn(actor, RESPAWNMARKERRED); - s->cstat = (short)32768; + s->cstat = 32768; } } @@ -3091,7 +3091,7 @@ void moveactors_r(void) { if( actor_tog == 1) { - s->cstat = (short)32768; + s->cstat = 32768; continue; } else if(actor_tog == 2) s->cstat = 257; @@ -3684,7 +3684,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) auto spr = actor->s; auto t = actor->temp_data; int l; - short goalang, angdif; + int goalang, angdif; int daxvel; int a = spr->hitag; diff --git a/source/games/duke/src/dispatch.cpp b/source/games/duke/src/dispatch.cpp index 351e5ebc2..793e66e3b 100644 --- a/source/games/duke/src/dispatch.cpp +++ b/source/games/duke/src/dispatch.cpp @@ -64,12 +64,12 @@ void addweapon_d(struct player_struct* p, int weapon); void addweapon_r(struct player_struct* p, int weapon); void hitradius_d(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4); void hitradius_r(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4); -void lotsofmoney_d(DDukeActor* s, short n); -void lotsofmail_d(DDukeActor* s, short n); -void lotsofpaper_d(DDukeActor* s, short n); -void lotsoffeathers_r(DDukeActor* s, short n); -void guts_d(DDukeActor* s, short gtype, short n, short p); -void guts_r(DDukeActor* s, short gtype, short n, short p); +void lotsofmoney_d(DDukeActor* s, int n); +void lotsofmail_d(DDukeActor* s, int n); +void lotsofpaper_d(DDukeActor* s, int n); +void lotsoffeathers_r(DDukeActor* s, int n); +void guts_d(DDukeActor* s, int gtype, int n, int p); +void guts_r(DDukeActor* s, int gtype, int n, int p); DDukeActor* ifhitsectors_d(int sectnum); DDukeActor* ifhitsectors_r(int sectnum); int ifhitbyweapon_r(DDukeActor* sn); diff --git a/source/games/duke/src/duke3d.h b/source/games/duke/src/duke3d.h index fcdb53009..98f188316 100644 --- a/source/games/duke/src/duke3d.h +++ b/source/games/duke/src/duke3d.h @@ -92,10 +92,10 @@ struct Dispatcher bool (*floorspace)(sectortype* sectp); void (*addweapon)(struct player_struct *p, int weapon); void (*hitradius)(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4); - void (*lotsofmoney)(DDukeActor *s, short n); - void (*lotsofmail)(DDukeActor *s, short n); - void (*lotsofpaper)(DDukeActor *s, short n); - void (*guts)(DDukeActor* s, short gtype, short n, short p); + void (*lotsofmoney)(DDukeActor *s, int n); + void (*lotsofmail)(DDukeActor *s, int n); + void (*lotsofpaper)(DDukeActor *s, int n); + void (*guts)(DDukeActor* s, int gtype, int n, int p); DDukeActor* (*ifhitsectors)(int sectnum); int (*ifhitbyweapon)(DDukeActor* sectnum); void (*fall)(DDukeActor* actor, int g_p);