move pointer alignment to right

This commit is contained in:
rr- 2021-03-07 23:34:28 +01:00
parent 76707fdfb2
commit 64e1d247b8
80 changed files with 1612 additions and 1599 deletions

View file

@ -6,3 +6,4 @@ AllowShortFunctionsOnASingleLine: InlineOnly
BreakBeforeBinaryOperators: NonAssignment
AlignAfterOpenBracket: AlwaysBreak
SortIncludes: false
PointerAlignment: Right

View file

@ -14,7 +14,7 @@
#define EXTRACT_ROT_X(rots) (((rots >> 20) & 0x3FF) << 6)
#define EXTRACT_ROT_Z(rots) ((rots & 0x3FF) << 6)
void phd_GenerateW2V(PHD_3DPOS* viewpos)
void phd_GenerateW2V(PHD_3DPOS *viewpos)
{
PhdMatrixPtr = &MatrixStack;
int32_t sx = phd_sin(viewpos->x_rot);
@ -56,7 +56,7 @@ void phd_LookAt(
phd_GenerateW2V(&viewer);
}
void phd_GetVectorAngles(int32_t x, int32_t y, int32_t z, int16_t* dest)
void phd_GetVectorAngles(int32_t x, int32_t y, int32_t z, int16_t *dest)
{
dest[0] = phd_atan(z, x);
@ -80,7 +80,7 @@ void phd_RotX(PHD_ANGLE rx)
return;
}
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
int32_t sx = phd_sin(rx);
int32_t cx = phd_cos(rx);
@ -107,7 +107,7 @@ void phd_RotY(PHD_ANGLE ry)
return;
}
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
int32_t sy = phd_sin(ry);
int32_t cy = phd_cos(ry);
@ -134,7 +134,7 @@ void phd_RotZ(PHD_ANGLE rz)
return;
}
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
int32_t sz = phd_sin(rz);
int32_t cz = phd_cos(rz);
@ -157,7 +157,7 @@ void phd_RotZ(PHD_ANGLE rz)
void phd_RotYXZ(PHD_ANGLE ry, PHD_ANGLE rx, PHD_ANGLE rz)
{
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
int32_t r0, r1;
if (ry) {
@ -223,7 +223,7 @@ void phd_RotYXZ(PHD_ANGLE ry, PHD_ANGLE rx, PHD_ANGLE rz)
void phd_RotYXZpack(int32_t rots)
{
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
int32_t r0, r1;
PHD_ANGLE ry = EXTRACT_ROT_Y(rots);
@ -292,7 +292,7 @@ void phd_RotYXZpack(int32_t rots)
int32_t phd_TranslateRel(int32_t x, int32_t y, int32_t z)
{
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
mptr->_03 += mptr->_00 * x + mptr->_01 * y + mptr->_02 * z;
mptr->_13 += mptr->_10 * x + mptr->_11 * y + mptr->_12 * z;
mptr->_23 += mptr->_20 * x + mptr->_21 * y + mptr->_22 * z;
@ -302,7 +302,7 @@ int32_t phd_TranslateRel(int32_t x, int32_t y, int32_t z)
void phd_TranslateAbs(int32_t x, int32_t y, int32_t z)
{
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
x -= W2VMatrix._03;
y -= W2VMatrix._13;
z -= W2VMatrix._23;
@ -311,7 +311,7 @@ void phd_TranslateAbs(int32_t x, int32_t y, int32_t z)
mptr->_23 = mptr->_20 * x + mptr->_21 * y + mptr->_22 * z;
}
int32_t visible_zclip(PHD_VBUF* vn1, PHD_VBUF* vn2, PHD_VBUF* vn3)
int32_t visible_zclip(PHD_VBUF *vn1, PHD_VBUF *vn2, PHD_VBUF *vn3)
{
double v1x = vn1->xv;
double v1y = vn1->yv;
@ -331,7 +331,7 @@ int32_t visible_zclip(PHD_VBUF* vn1, PHD_VBUF* vn2, PHD_VBUF* vn3)
void phd_InitWindow(
int32_t x, int32_t y, int32_t width, int32_t height, int32_t nearz,
int32_t farz, int32_t view_angle, int32_t scrwidth, int32_t scrheight,
uint8_t* scrptr)
uint8_t *scrptr)
{
PhdWinPtr = &scrptr[x + y * scrwidth];
PhdWinMaxX = width - 1;
@ -390,7 +390,7 @@ void phd_PushMatrix()
// originally in shell.c
void phd_PushUnitMatrix()
{
PHD_MATRIX* mptr = ++PhdMatrixPtr;
PHD_MATRIX *mptr = ++PhdMatrixPtr;
mptr->_00 = W2V_SCALE;
mptr->_01 = 0;
mptr->_02 = 0;

View file

@ -10,11 +10,11 @@
#define phd_RotateLight ((void (*)(PHD_ANGLE pitch, PHD_ANGLE yaw))0x004023A0)
// clang-format on
void phd_GenerateW2V(PHD_3DPOS* viewpos);
void phd_GenerateW2V(PHD_3DPOS *viewpos);
void phd_LookAt(
int32_t xsrc, int32_t ysrc, int32_t zsrc, int32_t xtar, int32_t ytar,
int32_t ztar, int16_t roll);
void phd_GetVectorAngles(int32_t x, int32_t y, int32_t z, int16_t* dest);
void phd_GetVectorAngles(int32_t x, int32_t y, int32_t z, int16_t *dest);
void phd_RotX(PHD_ANGLE rx);
void phd_RotY(PHD_ANGLE ry);
void phd_RotZ(PHD_ANGLE rz);
@ -22,11 +22,11 @@ void phd_RotYXZ(PHD_ANGLE ry, PHD_ANGLE rx, PHD_ANGLE rz);
void phd_RotYXZpack(int32_t rots);
int32_t phd_TranslateRel(int32_t x, int32_t y, int32_t z);
void phd_TranslateAbs(int32_t x, int32_t y, int32_t z);
int32_t visible_zclip(PHD_VBUF* vn1, PHD_VBUF* vn2, PHD_VBUF* vn3);
int32_t visible_zclip(PHD_VBUF *vn1, PHD_VBUF *vn2, PHD_VBUF *vn3);
void phd_InitWindow(
int32_t x, int32_t y, int32_t width, int32_t height, int32_t nearz,
int32_t farz, int32_t view_angle, int32_t scrwidth, int32_t scrheight,
uint8_t* scrptr);
uint8_t *scrptr);
void AlterFOV(PHD_ANGLE fov);
void phd_PushMatrix();

View file

@ -31,9 +31,9 @@
READ_CUSTOM(ReadBarColor, opt, default_value)
static int8_t ReadBarShowingMode(
struct json_value_s* root, const char* name, int8_t default_value)
struct json_value_s *root, const char *name, int8_t default_value)
{
const char* value_str;
const char *value_str;
if (JSONGetStringValue(root, name, &value_str)) {
if (!strcmp(value_str, "flashing-or-default")) {
return T1M_BSM_FLASHING_OR_DEFAULT;
@ -49,9 +49,9 @@ static int8_t ReadBarShowingMode(
}
static int8_t ReadBarLocation(
struct json_value_s* root, const char* name, int8_t default_value)
struct json_value_s *root, const char *name, int8_t default_value)
{
const char* value_str;
const char *value_str;
if (JSONGetStringValue(root, name, &value_str)) {
if (!strcmp(value_str, "top-left")) {
return T1M_BL_TOP_LEFT;
@ -71,9 +71,9 @@ static int8_t ReadBarLocation(
}
static int8_t
ReadBarColor(struct json_value_s* root, const char* name, int8_t default_value)
ReadBarColor(struct json_value_s *root, const char *name, int8_t default_value)
{
const char* value_str;
const char *value_str;
if (JSONGetStringValue(root, name, &value_str)) {
if (!strcmp(value_str, "gold")) {
return T1M_BC_GOLD;
@ -98,9 +98,9 @@ ReadBarColor(struct json_value_s* root, const char* name, int8_t default_value)
return default_value;
}
void T1MReadConfigFromJson(const char* cfg_data)
void T1MReadConfigFromJson(const char *cfg_data)
{
struct json_value_s* json = json_parse_ex(
struct json_value_s *json = json_parse_ex(
cfg_data, strlen(cfg_data), json_parse_flags_allow_json5, NULL, NULL,
NULL);
@ -142,7 +142,7 @@ void T1MReadConfigFromJson(const char* cfg_data)
int T1MReadConfig()
{
FILE* fp = fopen("Tomb1Main.json5", "rb");
FILE *fp = fopen("Tomb1Main.json5", "rb");
if (!fp) {
T1MReadConfigFromJson("");
return 0;
@ -152,7 +152,7 @@ int T1MReadConfig()
int cfg_size = ftell(fp);
fseek(fp, 0, SEEK_SET);
char* cfg_data = malloc(cfg_size);
char *cfg_data = malloc(cfg_size);
if (!cfg_data) {
fclose(fp);
T1MReadConfigFromJson("");

View file

@ -64,7 +64,7 @@ struct {
int8_t fov_vertical;
} T1MConfig;
void T1MReadConfigFromJson(const char* json);
void T1MReadConfigFromJson(const char *json);
int T1MReadConfig();
#endif

View file

@ -22,7 +22,7 @@ static BITE_INFO BatBite = { 0, 16, 45, 4 };
void BatControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -31,7 +31,7 @@ void BatControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* bat = item->data;
CREATURE_INFO *bat = item->data;
PHD_ANGLE angle = 0;
if (item->hit_points <= 0) {
if (item->pos.y < item->floor) {

View file

@ -39,7 +39,7 @@ static BITE_INFO BearHeadBite = { 0, 96, 335, 14 };
void BearControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -48,7 +48,7 @@ void BearControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* bear = (CREATURE_INFO*)item->data;
CREATURE_INFO *bear = (CREATURE_INFO *)item->data;
int16_t head = 0;
PHD_ANGLE angle = 0;

View file

@ -11,21 +11,21 @@
void InitialiseCreature(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
item->pos.y_rot += (PHD_ANGLE)((GetRandomControl() - PHD_90) >> 1);
item->collidable = 1;
item->data = NULL;
}
void CreatureAIInfo(ITEM_INFO* item, AI_INFO* info)
void CreatureAIInfo(ITEM_INFO *item, AI_INFO *info)
{
CREATURE_INFO* creature = item->data;
CREATURE_INFO *creature = item->data;
if (!creature) {
return;
}
int16_t* zone;
int16_t *zone;
if (creature->LOT.fly) {
zone = FlyZone[FlipStatus];
} else if (creature->LOT.step == STEP_L) {
@ -34,7 +34,7 @@ void CreatureAIInfo(ITEM_INFO* item, AI_INFO* info)
zone = GroundZone2[FlipStatus];
}
ROOM_INFO* r = &RoomInfo[item->room_number];
ROOM_INFO *r = &RoomInfo[item->room_number];
int32_t x_floor = (item->pos.z - r->z) >> WALL_SHIFT;
int32_t y_floor = (item->pos.x - r->x) >> WALL_SHIFT;
item->box_number = r->floor[x_floor + y_floor * r->x_size].box;
@ -54,7 +54,7 @@ void CreatureAIInfo(ITEM_INFO* item, AI_INFO* info)
info->enemy_zone |= BLOCKED;
}
OBJECT_INFO* object = &Objects[item->object_number];
OBJECT_INFO *object = &Objects[item->object_number];
GetBestFrame(item);
int32_t z = LaraItem->pos.z
@ -73,9 +73,9 @@ void CreatureAIInfo(ITEM_INFO* item, AI_INFO* info)
&& (LaraItem->pos.y < item->pos.y + STEP_L);
}
int32_t SearchLOT(LOT_INFO* LOT, int32_t expansion)
int32_t SearchLOT(LOT_INFO *LOT, int32_t expansion)
{
int16_t* zone;
int16_t *zone;
if (LOT->fly) {
zone = FlyZone[FlipStatus];
} else if (LOT->step == STEP_L) {
@ -90,8 +90,8 @@ int32_t SearchLOT(LOT_INFO* LOT, int32_t expansion)
return 0;
}
BOX_NODE* node = &LOT->node[LOT->head];
BOX_INFO* box = &Boxes[LOT->head];
BOX_NODE *node = &LOT->node[LOT->head];
BOX_INFO *box = &Boxes[LOT->head];
int done = 0;
int index = box->overlap_index & OVERLAP_INDEX;
@ -111,7 +111,7 @@ int32_t SearchLOT(LOT_INFO* LOT, int32_t expansion)
continue;
}
BOX_NODE* expand = &LOT->node[box_number];
BOX_NODE *expand = &LOT->node[box_number];
if ((node->search_number & SEARCH_NUMBER)
< (expand->search_number & SEARCH_NUMBER)) {
continue;
@ -152,12 +152,12 @@ int32_t SearchLOT(LOT_INFO* LOT, int32_t expansion)
return 1;
}
int32_t UpdateLOT(LOT_INFO* LOT, int32_t expansion)
int32_t UpdateLOT(LOT_INFO *LOT, int32_t expansion)
{
if (LOT->required_box != NO_BOX && LOT->required_box != LOT->target_box) {
LOT->target_box = LOT->required_box;
BOX_NODE* expand = &LOT->node[LOT->target_box];
BOX_NODE *expand = &LOT->node[LOT->target_box];
if (expand->next_expansion == NO_BOX && LOT->tail != LOT->target_box) {
expand->next_expansion = LOT->head;
@ -175,11 +175,11 @@ int32_t UpdateLOT(LOT_INFO* LOT, int32_t expansion)
return SearchLOT(LOT, expansion);
}
void TargetBox(LOT_INFO* LOT, int16_t box_number)
void TargetBox(LOT_INFO *LOT, int16_t box_number)
{
box_number &= BOX_NUMBER;
BOX_INFO* box = &Boxes[box_number];
BOX_INFO *box = &Boxes[box_number];
LOT->target.z = box->left + WALL_L / 2
+ (GetRandomControl() * (box->right - box->left - WALL_L) >> 15);
@ -194,9 +194,9 @@ void TargetBox(LOT_INFO* LOT, int16_t box_number)
}
}
int32_t StalkBox(ITEM_INFO* item, int16_t box_number)
int32_t StalkBox(ITEM_INFO *item, int16_t box_number)
{
BOX_INFO* box = &Boxes[box_number];
BOX_INFO *box = &Boxes[box_number];
int32_t z = ((box->left + box->right) >> 1) - LaraItem->pos.z;
int32_t x = ((box->top + box->bottom) >> 1) - LaraItem->pos.x;
@ -223,9 +223,9 @@ int32_t StalkBox(ITEM_INFO* item, int16_t box_number)
return 1;
}
int32_t EscapeBox(ITEM_INFO* item, int16_t box_number)
int32_t EscapeBox(ITEM_INFO *item, int16_t box_number)
{
BOX_INFO* box = &Boxes[box_number];
BOX_INFO *box = &Boxes[box_number];
int32_t z = ((box->left + box->right) >> 1) - LaraItem->pos.z;
int32_t x = ((box->top + box->bottom) >> 1) - LaraItem->pos.x;
@ -242,11 +242,11 @@ int32_t EscapeBox(ITEM_INFO* item, int16_t box_number)
return 1;
}
int32_t ValidBox(ITEM_INFO* item, int16_t zone_number, int16_t box_number)
int32_t ValidBox(ITEM_INFO *item, int16_t zone_number, int16_t box_number)
{
CREATURE_INFO* creature = item->data;
CREATURE_INFO *creature = item->data;
int16_t* zone;
int16_t *zone;
if (creature->LOT.fly) {
zone = FlyZone[FlipStatus];
} else if (creature->LOT.step == STEP_L) {
@ -259,7 +259,7 @@ int32_t ValidBox(ITEM_INFO* item, int16_t zone_number, int16_t box_number)
return 0;
}
BOX_INFO* box = &Boxes[box_number];
BOX_INFO *box = &Boxes[box_number];
if (box->overlap_index & creature->LOT.block_mask) {
return 0;
}
@ -272,14 +272,14 @@ int32_t ValidBox(ITEM_INFO* item, int16_t zone_number, int16_t box_number)
return 1;
}
void CreatureMood(ITEM_INFO* item, AI_INFO* info, int32_t violent)
void CreatureMood(ITEM_INFO *item, AI_INFO *info, int32_t violent)
{
CREATURE_INFO* creature = item->data;
CREATURE_INFO *creature = item->data;
if (!creature) {
return;
}
LOT_INFO* LOT = &creature->LOT;
LOT_INFO *LOT = &creature->LOT;
if (LOT->node[item->box_number].search_number
== (LOT->search_number | BLOCKED_SEARCH)) {
LOT->required_box = NO_BOX;
@ -373,7 +373,7 @@ void CreatureMood(ITEM_INFO* item, AI_INFO* info, int32_t violent)
LOT->target.z = LaraItem->pos.z;
LOT->required_box = LaraItem->box_number;
if (LOT->fly && Lara.water_status == LWS_ABOVEWATER) {
int16_t* bounds = GetBestFrame(LaraItem);
int16_t *bounds = GetBestFrame(LaraItem);
LOT->target.y += bounds[FRAME_BOUND_MIN_Y];
}
}
@ -437,7 +437,7 @@ void CreatureMood(ITEM_INFO* item, AI_INFO* info, int32_t violent)
CalculateTarget(&creature->target, item, &creature->LOT);
}
int32_t CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT)
int32_t CalculateTarget(PHD_VECTOR *target, ITEM_INFO *item, LOT_INFO *LOT)
{
int32_t left = 0;
int32_t right = 0;
@ -455,7 +455,7 @@ int32_t CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT)
return TARGET_NONE;
}
BOX_INFO* box;
BOX_INFO *box;
int32_t prime_free = ALL_CLIP;
do {
box = &Boxes[box_number];
@ -655,7 +655,7 @@ int32_t CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT)
int32_t CreatureCreature(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
int32_t x = item->pos.x;
int32_t y = item->pos.y;
@ -686,9 +686,9 @@ int32_t CreatureCreature(int16_t item_num)
int32_t BadFloor(
int32_t x, int32_t y, int32_t z, int16_t box_height, int16_t next_height,
int16_t room_number, LOT_INFO* LOT)
int16_t room_number, LOT_INFO *LOT)
{
FLOOR_INFO* floor = GetFloor(x, y, z, &room_number);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_number);
if (floor->box == NO_BOX) {
return 1;
}
@ -715,12 +715,12 @@ int32_t BadFloor(
int32_t CreatureAnimation(int16_t item_num, int16_t angle, int16_t tilt)
{
ITEM_INFO* item = &Items[item_num];
CREATURE_INFO* creature = item->data;
ITEM_INFO *item = &Items[item_num];
CREATURE_INFO *creature = item->data;
if (!creature) {
return 0;
}
LOT_INFO* LOT = &creature->LOT;
LOT_INFO *LOT = &creature->LOT;
PHD_VECTOR old;
old.x = item->pos.x;
@ -729,7 +729,7 @@ int32_t CreatureAnimation(int16_t item_num, int16_t angle, int16_t tilt)
int32_t box_height = Boxes[item->box_number].height;
int16_t* zone;
int16_t *zone;
if (LOT->fly) {
zone = FlyZone[FlipStatus];
} else if (LOT->step == STEP_L) {
@ -747,11 +747,11 @@ int32_t CreatureAnimation(int16_t item_num, int16_t angle, int16_t tilt)
return 0;
}
int16_t* bounds = GetBoundsAccurate(item);
int16_t *bounds = GetBoundsAccurate(item);
int32_t y = item->pos.y + bounds[FRAME_BOUND_MIN_Y];
int16_t room_num = item->room_number;
FLOOR_INFO* floor = GetFloor(item->pos.x, y, item->pos.z, &room_num);
FLOOR_INFO *floor = GetFloor(item->pos.x, y, item->pos.z, &room_num);
int32_t height = Boxes[floor->box].height;
int16_t next_box = LOT->node[floor->box].exit_box;
int32_t next_height;
@ -973,9 +973,9 @@ int32_t CreatureAnimation(int16_t item_num, int16_t angle, int16_t tilt)
return 1;
}
int16_t CreatureTurn(ITEM_INFO* item, int16_t maximum_turn)
int16_t CreatureTurn(ITEM_INFO *item, int16_t maximum_turn)
{
CREATURE_INFO* creature = item->data;
CREATURE_INFO *creature = item->data;
if (!creature) {
return 0;
}
@ -1006,7 +1006,7 @@ int16_t CreatureTurn(ITEM_INFO* item, int16_t maximum_turn)
return angle;
}
void CreatureTilt(ITEM_INFO* item, int16_t angle)
void CreatureTilt(ITEM_INFO *item, int16_t angle)
{
angle = angle * 4 - item->pos.z_rot;
if (angle < -MAX_TILT) {
@ -1017,9 +1017,9 @@ void CreatureTilt(ITEM_INFO* item, int16_t angle)
item->pos.z_rot += angle;
}
void CreatureHead(ITEM_INFO* item, int16_t required)
void CreatureHead(ITEM_INFO *item, int16_t required)
{
CREATURE_INFO* creature = item->data;
CREATURE_INFO *creature = item->data;
if (!creature) {
return;
}
@ -1041,7 +1041,7 @@ void CreatureHead(ITEM_INFO* item, int16_t required)
}
int16_t CreatureEffect(
ITEM_INFO* item, BITE_INFO* bite,
ITEM_INFO *item, BITE_INFO *bite,
int16_t (*generate)(
int32_t x, int32_t y, int32_t z, int16_t speed, int16_t yrot,
int16_t room_num))

View file

@ -5,25 +5,25 @@
#include <stdint.h>
void InitialiseCreature(int16_t item_num);
void CreatureAIInfo(ITEM_INFO* item, AI_INFO* info);
int32_t SearchLOT(LOT_INFO* LOT, int32_t expansion);
int32_t UpdateLOT(LOT_INFO* LOT, int32_t expansion);
void TargetBox(LOT_INFO* LOT, int16_t box_number);
int32_t StalkBox(ITEM_INFO* item, int16_t box_number);
int32_t EscapeBox(ITEM_INFO* item, int16_t box_number);
int32_t ValidBox(ITEM_INFO* item, int16_t zone_number, int16_t box_number);
void CreatureMood(ITEM_INFO* item, AI_INFO* info, int32_t violent);
int32_t CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT);
void CreatureAIInfo(ITEM_INFO *item, AI_INFO *info);
int32_t SearchLOT(LOT_INFO *LOT, int32_t expansion);
int32_t UpdateLOT(LOT_INFO *LOT, int32_t expansion);
void TargetBox(LOT_INFO *LOT, int16_t box_number);
int32_t StalkBox(ITEM_INFO *item, int16_t box_number);
int32_t EscapeBox(ITEM_INFO *item, int16_t box_number);
int32_t ValidBox(ITEM_INFO *item, int16_t zone_number, int16_t box_number);
void CreatureMood(ITEM_INFO *item, AI_INFO *info, int32_t violent);
int32_t CalculateTarget(PHD_VECTOR *target, ITEM_INFO *item, LOT_INFO *LOT);
int32_t CreatureCreature(int16_t item_num);
int32_t BadFloor(
int32_t x, int32_t y, int32_t z, int16_t box_height, int16_t next_height,
int16_t room_number, LOT_INFO* LOT);
int16_t room_number, LOT_INFO *LOT);
int32_t CreatureAnimation(int16_t item_num, int16_t angle, int16_t tilt);
int16_t CreatureTurn(ITEM_INFO* item, int16_t maximum_turn);
void CreatureTilt(ITEM_INFO* item, int16_t angle);
void CreatureHead(ITEM_INFO* item, int16_t required);
int16_t CreatureTurn(ITEM_INFO *item, int16_t maximum_turn);
void CreatureTilt(ITEM_INFO *item, int16_t angle);
void CreatureHead(ITEM_INFO *item, int16_t required);
int16_t CreatureEffect(
ITEM_INFO* item, BITE_INFO* bite,
ITEM_INFO *item, BITE_INFO *bite,
int16_t (*generate)(
int32_t x, int32_t y, int32_t z, int16_t speed, int16_t yrot,
int16_t room_num));

View file

@ -37,7 +37,7 @@ void InitialiseCamera()
CalculateCamera();
}
void MoveCamera(GAME_VECTOR* ideal, int32_t speed)
void MoveCamera(GAME_VECTOR *ideal, int32_t speed)
{
Camera.pos.x += (ideal->x - Camera.pos.x) / speed;
Camera.pos.z += (ideal->z - Camera.pos.z) / speed;
@ -46,7 +46,7 @@ void MoveCamera(GAME_VECTOR* ideal, int32_t speed)
ChunkyFlag = 0;
FLOOR_INFO* floor = GetFloor(
FLOOR_INFO *floor = GetFloor(
Camera.pos.x, Camera.pos.y, Camera.pos.z, &Camera.pos.room_number);
int32_t height = GetHeight(floor, Camera.pos.x, Camera.pos.y, Camera.pos.z)
- GROUND_SHIFT;
@ -108,7 +108,7 @@ void MoveCamera(GAME_VECTOR* ideal, int32_t speed)
}
void ClipCamera(
int32_t* x, int32_t* y, int32_t target_x, int32_t target_y, int32_t left,
int32_t *x, int32_t *y, int32_t target_x, int32_t target_y, int32_t left,
int32_t top, int32_t right, int32_t bottom)
{
if ((right > left) != (target_x < left)) {
@ -124,7 +124,7 @@ void ClipCamera(
}
void ShiftCamera(
int32_t* x, int32_t* y, int32_t target_x, int32_t target_y, int32_t left,
int32_t *x, int32_t *y, int32_t target_x, int32_t target_y, int32_t left,
int32_t top, int32_t right, int32_t bottom)
{
int32_t shift;
@ -174,7 +174,7 @@ void ShiftCamera(
int32_t BadPosition(int32_t x, int32_t y, int32_t z, int16_t room_num)
{
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
if (y >= GetHeight(floor, x, y, z) || y <= GetCeiling(floor, x, y, z)) {
return 1;
}
@ -182,19 +182,19 @@ int32_t BadPosition(int32_t x, int32_t y, int32_t z, int16_t room_num)
}
void SmartShift(
GAME_VECTOR* ideal,
GAME_VECTOR *ideal,
void (*shift)(
int32_t* x, int32_t* y, int32_t target_x, int32_t target_y,
int32_t *x, int32_t *y, int32_t target_x, int32_t target_y,
int32_t left, int32_t top, int32_t right, int32_t bottom))
{
LOS(&Camera.target, ideal);
ROOM_INFO* r = &RoomInfo[Camera.target.room_number];
ROOM_INFO *r = &RoomInfo[Camera.target.room_number];
int32_t x_floor = (Camera.target.z - r->z) >> WALL_SHIFT;
int32_t y_floor = (Camera.target.x - r->x) >> WALL_SHIFT;
int16_t item_box = r->floor[x_floor + y_floor * r->x_size].box;
BOX_INFO* box = &Boxes[item_box];
BOX_INFO *box = &Boxes[item_box];
r = &RoomInfo[ideal->room_number];
x_floor = (ideal->z - r->z) >> WALL_SHIFT;
@ -312,7 +312,7 @@ void SmartShift(
}
}
void ChaseCamera(ITEM_INFO* item)
void ChaseCamera(ITEM_INFO *item)
{
GAME_VECTOR ideal;
@ -345,15 +345,15 @@ void ChaseCamera(ITEM_INFO* item)
}
}
int32_t ShiftClamp(GAME_VECTOR* pos, int32_t clamp)
int32_t ShiftClamp(GAME_VECTOR *pos, int32_t clamp)
{
int32_t x = pos->x;
int32_t y = pos->y;
int32_t z = pos->z;
FLOOR_INFO* floor = GetFloor(x, y, z, &pos->room_number);
FLOOR_INFO *floor = GetFloor(x, y, z, &pos->room_number);
BOX_INFO* box = &Boxes[floor->box];
BOX_INFO *box = &Boxes[floor->box];
if (z < box->left + clamp
&& BadPosition(x, y, z - clamp, pos->room_number)) {
pos->z = box->left + clamp;
@ -389,7 +389,7 @@ int32_t ShiftClamp(GAME_VECTOR* pos, int32_t clamp)
}
}
void CombatCamera(ITEM_INFO* item)
void CombatCamera(ITEM_INFO *item)
{
GAME_VECTOR ideal;
@ -424,7 +424,7 @@ void CombatCamera(ITEM_INFO* item)
MoveCamera(&ideal, Camera.speed);
}
void LookCamera(ITEM_INFO* item)
void LookCamera(ITEM_INFO *item)
{
GAME_VECTOR old;
GAME_VECTOR ideal;
@ -476,7 +476,7 @@ void LookCamera(ITEM_INFO* item)
void FixedCamera()
{
GAME_VECTOR ideal;
OBJECT_VECTOR* fixed;
OBJECT_VECTOR *fixed;
fixed = &Camera.fixed[Camera.number];
ideal.x = fixed->x;
@ -527,9 +527,9 @@ void CalculateCamera()
int32_t fixed_camera =
Camera.item && (Camera.type == CAM_FIXED || Camera.type == CAM_HEAVY);
ITEM_INFO* item = fixed_camera ? Camera.item : LaraItem;
ITEM_INFO *item = fixed_camera ? Camera.item : LaraItem;
int16_t* bounds = GetBoundsAccurate(item);
int16_t *bounds = GetBoundsAccurate(item);
int32_t y = item->pos.y;
if (!fixed_camera) {
@ -627,7 +627,7 @@ void CalculateCamera()
Camera.fixed_camera = 0;
}
FLOOR_INFO* floor = GetFloor(
FLOOR_INFO *floor = GetFloor(
Camera.target.x, Camera.target.y, Camera.target.z,
&Camera.target.room_number);
if (Camera.target.y > GetHeight(

View file

@ -5,23 +5,23 @@
#include <stdint.h>
void InitialiseCamera();
void MoveCamera(GAME_VECTOR* ideal, int32_t speed);
void MoveCamera(GAME_VECTOR *ideal, int32_t speed);
void ClipCamera(
int32_t* x, int32_t* y, int32_t target_x, int32_t target_y, int32_t left,
int32_t *x, int32_t *y, int32_t target_x, int32_t target_y, int32_t left,
int32_t top, int32_t right, int32_t bottom);
void ShiftCamera(
int32_t* x, int32_t* y, int32_t target_x, int32_t target_y, int32_t left,
int32_t *x, int32_t *y, int32_t target_x, int32_t target_y, int32_t left,
int32_t top, int32_t right, int32_t bottom);
int32_t BadPosition(int32_t x, int32_t y, int32_t z, int16_t room_num);
void SmartShift(
GAME_VECTOR* ideal,
GAME_VECTOR *ideal,
void (*shift)(
int32_t* x, int32_t* y, int32_t target_x, int32_t target_y,
int32_t *x, int32_t *y, int32_t target_x, int32_t target_y,
int32_t left, int32_t top, int32_t right, int32_t bottom));
void ChaseCamera(ITEM_INFO* item);
int32_t ShiftClamp(GAME_VECTOR* pos, int32_t clamp);
void CombatCamera(ITEM_INFO* item);
void LookCamera(ITEM_INFO* item);
void ChaseCamera(ITEM_INFO *item);
int32_t ShiftClamp(GAME_VECTOR *pos, int32_t clamp);
void CombatCamera(ITEM_INFO *item);
void LookCamera(ITEM_INFO *item);
void FixedCamera();
void CalculateCamera();

View file

@ -95,8 +95,8 @@ int32_t DoCinematic(int32_t nframes)
int16_t item_num = NextItemActive;
while (item_num != NO_ITEM) {
ITEM_INFO* item = &Items[item_num];
OBJECT_INFO* object = &Objects[item->object_number];
ITEM_INFO *item = &Items[item_num];
OBJECT_INFO *object = &Objects[item->object_number];
int16_t next_item_num = item->next_active;
if (object->control) {
@ -108,8 +108,8 @@ int32_t DoCinematic(int32_t nframes)
int16_t fx_num = NextFxActive;
while (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
OBJECT_INFO* object = &Objects[fx->object_number];
FX_INFO *fx = &Effects[fx_num];
OBJECT_INFO *object = &Objects[fx->object_number];
int16_t next_fx_num = fx->next_active;
if (object->control) {
@ -137,7 +137,7 @@ void CalculateCinematicCamera()
PHD_VECTOR campos;
PHD_VECTOR camtar;
int16_t* ptr = &Cine[8 * CineFrame];
int16_t *ptr = &Cine[8 * CineFrame];
int32_t tx = ptr[0];
int32_t ty = ptr[1];
int32_t tz = ptr[2];
@ -166,7 +166,7 @@ void InitialisePlayer1(int16_t item_num)
{
AddActiveItem(item_num);
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
Camera.pos.room_number = item->room_number;
Camera.pos.x = item->pos.x;
Camera.pos.y = item->pos.y;
@ -175,7 +175,7 @@ void InitialisePlayer1(int16_t item_num)
item->pos.y_rot = 0;
if (CinematicLevel == LV_CUTSCENE2 || CinematicLevel == LV_CUTSCENE4) {
int16_t* temp;
int16_t *temp;
temp = Meshes[Objects[O_PLAYER_1].mesh_index + LM_THIGH_L];
Meshes[Objects[O_PLAYER_1].mesh_index + LM_THIGH_L] =
@ -191,7 +191,7 @@ void InitialisePlayer1(int16_t item_num)
void ControlCinematicPlayer(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
item->pos.y_rot = Camera.target_angle;
item->pos.x = Camera.pos.x;
item->pos.y = Camera.pos.y;
@ -217,7 +217,7 @@ void InGameCinematicCamera()
CineFrame = NumCineFrames - 1;
}
int16_t* ptr = &Cine[8 * CineFrame];
int16_t *ptr = &Cine[8 * CineFrame];
int32_t tx = ptr[0];
int32_t ty = ptr[1];
int32_t tz = ptr[2];

View file

@ -11,7 +11,7 @@
#include "util.h"
void GetCollisionInfo(
COLL_INFO* coll, int32_t xpos, int32_t ypos, int32_t zpos, int16_t room_num,
COLL_INFO *coll, int32_t xpos, int32_t ypos, int32_t zpos, int16_t room_num,
int32_t objheight)
{
coll->coll_type = COLL_NONE;
@ -25,7 +25,7 @@ void GetCollisionInfo(
int32_t z = zpos;
int32_t ytop = y - 160;
FLOOR_INFO* floor = GetFloor(x, ytop, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, ytop, z, &room_num);
int32_t height = GetHeight(floor, x, ytop, z);
if (height != NO_HEIGHT) {
height -= ypos;
@ -289,7 +289,7 @@ int32_t FindGridShift(int32_t src, int32_t dst)
}
int32_t CollideStaticObjects(
COLL_INFO* coll, int32_t x, int32_t y, int32_t z, int16_t room_number,
COLL_INFO *coll, int32_t x, int32_t y, int32_t z, int16_t room_number,
int32_t hite)
{
PHD_VECTOR shifter;
@ -309,11 +309,11 @@ int32_t CollideStaticObjects(
GetNearByRooms(x, y, z, coll->radius + 50, hite + 50, room_number);
for (int i = 0; i < RoomsToDrawNum; i++) {
ROOM_INFO* r = &RoomInfo[RoomsToDraw[i]];
MESH_INFO* mesh = r->mesh;
ROOM_INFO *r = &RoomInfo[RoomsToDraw[i]];
MESH_INFO *mesh = r->mesh;
for (int j = 0; j < r->num_meshes; j++, mesh++) {
STATIC_INFO* sinfo = &StaticObjects[mesh->static_number];
STATIC_INFO *sinfo = &StaticObjects[mesh->static_number];
if (sinfo->flags & 1) {
continue;
}
@ -485,7 +485,7 @@ void GetNewRoom(int32_t x, int32_t y, int32_t z, int16_t room_num)
}
}
void ShiftItem(ITEM_INFO* item, COLL_INFO* coll)
void ShiftItem(ITEM_INFO *item, COLL_INFO *coll)
{
item->pos.x += coll->shift.x;
item->pos.y += coll->shift.y;
@ -495,22 +495,22 @@ void ShiftItem(ITEM_INFO* item, COLL_INFO* coll)
coll->shift.z = 0;
}
void UpdateLaraRoom(ITEM_INFO* item, int32_t height)
void UpdateLaraRoom(ITEM_INFO *item, int32_t height)
{
int32_t x = item->pos.x;
int32_t y = item->pos.y + height;
int32_t z = item->pos.z;
int16_t room_num = item->room_number;
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
item->floor = GetHeight(floor, x, y, z);
if (item->room_number != room_num) {
ItemNewRoom(Lara.item_number, room_num);
}
}
int16_t GetTiltType(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
int16_t GetTiltType(FLOOR_INFO *floor, int32_t x, int32_t y, int32_t z)
{
ROOM_INFO* r;
ROOM_INFO *r;
while (floor->pit_room != NO_ROOM) {
r = &RoomInfo[floor->pit_room];
@ -524,7 +524,7 @@ int16_t GetTiltType(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
}
if (floor->index) {
int16_t* data = &FloorData[floor->index];
int16_t *data = &FloorData[floor->index];
if ((data[0] & DATA_TYPE) == FT_TILT) {
return data[1];
}
@ -533,7 +533,7 @@ int16_t GetTiltType(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
return 0;
}
void LaraBaddieCollision(ITEM_INFO* lara_item, COLL_INFO* coll)
void LaraBaddieCollision(ITEM_INFO *lara_item, COLL_INFO *coll)
{
lara_item->hit_status = 0;
Lara.hit_direction = -1;
@ -546,7 +546,7 @@ void LaraBaddieCollision(ITEM_INFO* lara_item, COLL_INFO* coll)
roomies[numroom++] = lara_item->room_number;
DOOR_INFOS* door = RoomInfo[lara_item->room_number].doors;
DOOR_INFOS *door = RoomInfo[lara_item->room_number].doors;
if (door) {
for (int i = 0; i < door->count; i++) {
// NOTE: this access violation check was not present in the original
@ -561,9 +561,9 @@ void LaraBaddieCollision(ITEM_INFO* lara_item, COLL_INFO* coll)
for (int i = 0; i < numroom; i++) {
int16_t item_num = RoomInfo[roomies[i]].item_number;
while (item_num != NO_ITEM) {
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->collidable && item->status != IS_INVISIBLE) {
OBJECT_INFO* object = &Objects[item->object_number];
OBJECT_INFO *object = &Objects[item->object_number];
if (object->collision) {
int32_t x = lara_item->pos.x - item->pos.x;
int32_t y = lara_item->pos.y - item->pos.y;
@ -590,7 +590,7 @@ void LaraBaddieCollision(ITEM_INFO* lara_item, COLL_INFO* coll)
InventoryChosen = -1;
}
void EffectSpaz(ITEM_INFO* lara_item, COLL_INFO* coll)
void EffectSpaz(ITEM_INFO *lara_item, COLL_INFO *coll)
{
int32_t x = Lara.spaz_effect->pos.x - lara_item->pos.x;
int32_t z = Lara.spaz_effect->pos.z - lara_item->pos.z;
@ -608,9 +608,9 @@ void EffectSpaz(ITEM_INFO* lara_item, COLL_INFO* coll)
Lara.spaz_effect_count--;
}
void CreatureCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void CreatureCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!TestBoundsCollide(item, lara_item, coll->radius)) {
return;
@ -628,9 +628,9 @@ void CreatureCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
}
}
void ObjectCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void ObjectCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!TestBoundsCollide(item, lara_item, coll->radius)) {
return;
@ -644,9 +644,9 @@ void ObjectCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
}
}
void DoorCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void DoorCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!TestBoundsCollide(item, lara_item, coll->radius)) {
return;
@ -664,9 +664,9 @@ void DoorCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
}
}
void TrapCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void TrapCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_ACTIVE) {
if (TestBoundsCollide(item, lara_item, coll->radius)) {
@ -678,7 +678,7 @@ void TrapCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
}
void ItemPushLara(
ITEM_INFO* item, ITEM_INFO* lara_item, COLL_INFO* coll, int32_t spazon,
ITEM_INFO *item, ITEM_INFO *lara_item, COLL_INFO *coll, int32_t spazon,
int32_t bigpush)
{
int32_t x = lara_item->pos.x - item->pos.x;
@ -688,7 +688,7 @@ void ItemPushLara(
int32_t rx = (c * x - s * z) >> W2V_SHIFT;
int32_t rz = (c * z + s * x) >> W2V_SHIFT;
int16_t* bounds = GetBestFrame(item);
int16_t *bounds = GetBestFrame(item);
int32_t minx = bounds[FRAME_BOUND_MIN_X];
int32_t maxx = bounds[FRAME_BOUND_MAX_X];
int32_t minz = bounds[FRAME_BOUND_MIN_Z];
@ -766,10 +766,10 @@ void ItemPushLara(
}
}
int32_t TestBoundsCollide(ITEM_INFO* item, ITEM_INFO* lara_item, int32_t radius)
int32_t TestBoundsCollide(ITEM_INFO *item, ITEM_INFO *lara_item, int32_t radius)
{
int16_t* bounds = GetBestFrame(item);
int16_t* larabounds = GetBestFrame(lara_item);
int16_t *bounds = GetBestFrame(item);
int16_t *larabounds = GetBestFrame(lara_item);
if (item->pos.y + bounds[FRAME_BOUND_MAX_Y]
<= lara_item->pos.y + larabounds[FRAME_BOUND_MIN_Y]
|| item->pos.y + bounds[FRAME_BOUND_MIN_Y]
@ -794,7 +794,7 @@ int32_t TestBoundsCollide(ITEM_INFO* item, ITEM_INFO* lara_item, int32_t radius)
return 0;
}
int32_t TestLaraPosition(int16_t* bounds, ITEM_INFO* item, ITEM_INFO* lara_item)
int32_t TestLaraPosition(int16_t *bounds, ITEM_INFO *item, ITEM_INFO *lara_item)
{
PHD_ANGLE xrotrel = lara_item->pos.x_rot - item->pos.x_rot;
PHD_ANGLE yrotrel = lara_item->pos.y_rot - item->pos.y_rot;
@ -814,7 +814,7 @@ int32_t TestLaraPosition(int16_t* bounds, ITEM_INFO* item, ITEM_INFO* lara_item)
int32_t z = lara_item->pos.z - item->pos.z;
phd_PushUnitMatrix();
phd_RotYXZ(item->pos.y_rot, item->pos.x_rot, item->pos.z_rot);
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
int32_t rx = (mptr->_00 * x + mptr->_10 * y + mptr->_20 * z) >> W2V_SHIFT;
int32_t ry = (mptr->_01 * x + mptr->_11 * y + mptr->_21 * z) >> W2V_SHIFT;
int32_t rz = (mptr->_02 * x + mptr->_12 * y + mptr->_22 * z) >> W2V_SHIFT;
@ -832,7 +832,7 @@ int32_t TestLaraPosition(int16_t* bounds, ITEM_INFO* item, ITEM_INFO* lara_item)
return 1;
}
void AlignLaraPosition(PHD_VECTOR* vec, ITEM_INFO* item, ITEM_INFO* lara_item)
void AlignLaraPosition(PHD_VECTOR *vec, ITEM_INFO *item, ITEM_INFO *lara_item)
{
lara_item->pos.x_rot = item->pos.x_rot;
lara_item->pos.y_rot = item->pos.y_rot;
@ -840,7 +840,7 @@ void AlignLaraPosition(PHD_VECTOR* vec, ITEM_INFO* item, ITEM_INFO* lara_item)
phd_PushUnitMatrix();
phd_RotYXZ(item->pos.y_rot, item->pos.x_rot, item->pos.z_rot);
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
lara_item->pos.x = item->pos.x
+ ((mptr->_00 * vec->x + mptr->_01 * vec->y + mptr->_02 * vec->z)
>> W2V_SHIFT);
@ -853,7 +853,7 @@ void AlignLaraPosition(PHD_VECTOR* vec, ITEM_INFO* item, ITEM_INFO* lara_item)
phd_PopMatrix();
}
int32_t MoveLaraPosition(PHD_VECTOR* vec, ITEM_INFO* item, ITEM_INFO* lara_item)
int32_t MoveLaraPosition(PHD_VECTOR *vec, ITEM_INFO *item, ITEM_INFO *lara_item)
{
PHD_3DPOS dest;
dest.x_rot = item->pos.x_rot;
@ -861,7 +861,7 @@ int32_t MoveLaraPosition(PHD_VECTOR* vec, ITEM_INFO* item, ITEM_INFO* lara_item)
dest.z_rot = item->pos.z_rot;
phd_PushUnitMatrix();
phd_RotYXZ(item->pos.y_rot, item->pos.x_rot, item->pos.z_rot);
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
dest.x = item->pos.x
+ ((mptr->_00 * vec->x + mptr->_01 * vec->y + mptr->_02 * vec->z)
>> W2V_SHIFT);
@ -876,7 +876,7 @@ int32_t MoveLaraPosition(PHD_VECTOR* vec, ITEM_INFO* item, ITEM_INFO* lara_item)
}
int32_t Move3DPosTo3DPos(
PHD_3DPOS* srcpos, PHD_3DPOS* destpos, int32_t velocity, PHD_ANGLE angadd)
PHD_3DPOS *srcpos, PHD_3DPOS *destpos, int32_t velocity, PHD_ANGLE angadd)
{
PHD_ANGLE angdif;

View file

@ -5,36 +5,36 @@
#include <stdint.h>
void GetCollisionInfo(
COLL_INFO* coll, int32_t xpos, int32_t ypos, int32_t zpos, int16_t room_num,
COLL_INFO *coll, int32_t xpos, int32_t ypos, int32_t zpos, int16_t room_num,
int32_t objheight);
int32_t FindGridShift(int32_t src, int32_t dst);
int32_t CollideStaticObjects(
COLL_INFO* coll, int32_t x, int32_t y, int32_t z, int16_t room_number,
COLL_INFO *coll, int32_t x, int32_t y, int32_t z, int16_t room_number,
int32_t hite);
void GetNearByRooms(
int32_t x, int32_t y, int32_t z, int32_t r, int32_t h, int16_t room_num);
void GetNewRoom(int32_t x, int32_t y, int32_t z, int16_t room_num);
void ShiftItem(ITEM_INFO* item, COLL_INFO* coll);
void UpdateLaraRoom(ITEM_INFO* item, int32_t height);
int16_t GetTiltType(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z);
void LaraBaddieCollision(ITEM_INFO* lara_item, COLL_INFO* coll);
void EffectSpaz(ITEM_INFO* lara_item, COLL_INFO* coll);
void CreatureCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void ObjectCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void DoorCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void TrapCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void ShiftItem(ITEM_INFO *item, COLL_INFO *coll);
void UpdateLaraRoom(ITEM_INFO *item, int32_t height);
int16_t GetTiltType(FLOOR_INFO *floor, int32_t x, int32_t y, int32_t z);
void LaraBaddieCollision(ITEM_INFO *lara_item, COLL_INFO *coll);
void EffectSpaz(ITEM_INFO *lara_item, COLL_INFO *coll);
void CreatureCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void ObjectCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void DoorCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void TrapCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void ItemPushLara(
ITEM_INFO* item, ITEM_INFO* lara_item, COLL_INFO* coll, int32_t spazon,
ITEM_INFO *item, ITEM_INFO *lara_item, COLL_INFO *coll, int32_t spazon,
int32_t bigpush);
int32_t
TestBoundsCollide(ITEM_INFO* item, ITEM_INFO* lara_item, int32_t radius);
TestBoundsCollide(ITEM_INFO *item, ITEM_INFO *lara_item, int32_t radius);
int32_t
TestLaraPosition(int16_t* bounds, ITEM_INFO* item, ITEM_INFO* lara_item);
void AlignLaraPosition(PHD_VECTOR* vec, ITEM_INFO* item, ITEM_INFO* lara_item);
TestLaraPosition(int16_t *bounds, ITEM_INFO *item, ITEM_INFO *lara_item);
void AlignLaraPosition(PHD_VECTOR *vec, ITEM_INFO *item, ITEM_INFO *lara_item);
int32_t
MoveLaraPosition(PHD_VECTOR* vec, ITEM_INFO* item, ITEM_INFO* lara_item);
MoveLaraPosition(PHD_VECTOR *vec, ITEM_INFO *item, ITEM_INFO *lara_item);
int32_t Move3DPosTo3DPos(
PHD_3DPOS* srcpos, PHD_3DPOS* destpos, int32_t velocity, PHD_ANGLE angadd);
PHD_3DPOS *srcpos, PHD_3DPOS *destpos, int32_t velocity, PHD_ANGLE angadd);
void T1MInjectGameCollide();

View file

@ -159,12 +159,12 @@ int32_t ControlPhase(int32_t nframes, int32_t demo_mode)
return 0;
}
void AnimateItem(ITEM_INFO* item)
void AnimateItem(ITEM_INFO *item)
{
item->touch_bits = 0;
item->hit_status = 0;
ANIM_STRUCT* anim = &Anims[item->anim_number];
ANIM_STRUCT *anim = &Anims[item->anim_number];
item->frame_number++;
@ -181,7 +181,7 @@ void AnimateItem(ITEM_INFO* item)
if (item->frame_number > anim->frame_end) {
if (anim->number_commands > 0) {
int16_t* command = &AnimCommands[anim->command_index];
int16_t *command = &AnimCommands[anim->command_index];
for (int i = 0; i < anim->number_commands; i++) {
switch (*command++) {
case AC_MOVE_ORIGIN:
@ -220,7 +220,7 @@ void AnimateItem(ITEM_INFO* item)
}
if (anim->number_commands > 0) {
int16_t* command = &AnimCommands[anim->command_index];
int16_t *command = &AnimCommands[anim->command_index];
for (int i = 0; i < anim->number_commands; i++) {
switch (*command++) {
case AC_MOVE_ORIGIN:
@ -266,16 +266,16 @@ void AnimateItem(ITEM_INFO* item)
item->pos.z += (phd_cos(item->pos.y_rot) * item->speed) >> W2V_SHIFT;
}
int32_t GetChange(ITEM_INFO* item, ANIM_STRUCT* anim)
int32_t GetChange(ITEM_INFO *item, ANIM_STRUCT *anim)
{
if (item->current_anim_state == item->goal_anim_state) {
return 0;
}
ANIM_CHANGE_STRUCT* change = &AnimChanges[anim->change_index];
ANIM_CHANGE_STRUCT *change = &AnimChanges[anim->change_index];
for (int i = 0; i < anim->number_changes; i++, change++) {
if (change->goal_anim_state == item->goal_anim_state) {
ANIM_RANGE_STRUCT* range = &AnimRanges[change->range_index];
ANIM_RANGE_STRUCT *range = &AnimRanges[change->range_index];
for (int j = 0; j < change->number_ranges; j++, range++) {
if (item->frame_number >= range->start_frame
&& item->frame_number <= range->end_frame) {
@ -290,7 +290,7 @@ int32_t GetChange(ITEM_INFO* item, ANIM_STRUCT* anim)
return 0;
}
void TranslateItem(ITEM_INFO* item, int32_t x, int32_t y, int32_t z)
void TranslateItem(ITEM_INFO *item, int32_t x, int32_t y, int32_t z)
{
int32_t c = phd_cos(item->pos.y_rot);
int32_t s = phd_sin(item->pos.y_rot);
@ -300,11 +300,11 @@ void TranslateItem(ITEM_INFO* item, int32_t x, int32_t y, int32_t z)
item->pos.z += (c * z - s * x) >> W2V_SHIFT;
}
FLOOR_INFO* GetFloor(int32_t x, int32_t y, int32_t z, int16_t* room_num)
FLOOR_INFO *GetFloor(int32_t x, int32_t y, int32_t z, int16_t *room_num)
{
int16_t data;
FLOOR_INFO* floor;
ROOM_INFO* r = &RoomInfo[*room_num];
FLOOR_INFO *floor;
ROOM_INFO *r = &RoomInfo[*room_num];
do {
int32_t x_floor = (z - r->z) >> WALL_SHIFT;
int32_t y_floor = (x - r->x) >> WALL_SHIFT;
@ -374,13 +374,13 @@ FLOOR_INFO* GetFloor(int32_t x, int32_t y, int32_t z, int16_t* room_num)
int16_t GetWaterHeight(int32_t x, int32_t y, int32_t z, int16_t room_num)
{
ROOM_INFO* r = &RoomInfo[room_num];
ROOM_INFO *r = &RoomInfo[room_num];
#ifdef T1M_FEAT_OG_FIXES
// TR2 code. Fixes infinite loops and crashes when x, y, z are outside of
// room_num's coordinates.
int16_t data;
FLOOR_INFO* floor;
FLOOR_INFO *floor;
int32_t x_floor, y_floor;
do {
@ -416,7 +416,7 @@ int16_t GetWaterHeight(int32_t x, int32_t y, int32_t z, int16_t room_num)
#else
int32_t x_floor = (z - r->z) >> WALL_SHIFT;
int32_t y_floor = (x - r->x) >> WALL_SHIFT;
FLOOR_INFO* floor = &r->floor[x_floor + y_floor * r->x_size];
FLOOR_INFO *floor = &r->floor[x_floor + y_floor * r->x_size];
#endif
if (r->flags & RF_UNDERWATER) {
@ -444,11 +444,11 @@ int16_t GetWaterHeight(int32_t x, int32_t y, int32_t z, int16_t room_num)
}
}
int16_t GetHeight(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
int16_t GetHeight(FLOOR_INFO *floor, int32_t x, int32_t y, int32_t z)
{
HeightType = HT_WALL;
while (floor->pit_room != NO_ROOM) {
ROOM_INFO* r = &RoomInfo[floor->pit_room];
ROOM_INFO *r = &RoomInfo[floor->pit_room];
int32_t x_floor = (z - r->z) >> WALL_SHIFT;
int32_t y_floor = (x - r->x) >> WALL_SHIFT;
floor = &r->floor[x_floor + y_floor * r->x_size];
@ -462,7 +462,7 @@ int16_t GetHeight(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
return height;
}
int16_t* data = &FloorData[floor->index];
int16_t *data = &FloorData[floor->index];
int16_t type;
int16_t trigger;
do {
@ -521,8 +521,8 @@ int16_t GetHeight(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
trigger = *data++;
}
} else {
ITEM_INFO* item = &Items[trigger & VALUE_BITS];
OBJECT_INFO* object = &Objects[item->object_number];
ITEM_INFO *item = &Items[trigger & VALUE_BITS];
OBJECT_INFO *object = &Objects[item->object_number];
if (object->floor) {
object->floor(item, x, y, z, &height);
}
@ -539,7 +539,7 @@ int16_t GetHeight(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
return height;
}
void RefreshCamera(int16_t type, int16_t* data)
void RefreshCamera(int16_t type, int16_t *data)
{
int16_t trigger;
int16_t target_ok = 2;
@ -584,7 +584,7 @@ void RefreshCamera(int16_t type, int16_t* data)
}
}
void TestTriggers(int16_t* data, int32_t heavy)
void TestTriggers(int16_t *data, int32_t heavy)
{
if (!data) {
return;
@ -663,7 +663,7 @@ void TestTriggers(int16_t* data, int32_t heavy)
}
}
ITEM_INFO* camera_item = NULL;
ITEM_INFO *camera_item = NULL;
int16_t trigger;
do {
trigger = *data++;
@ -671,7 +671,7 @@ void TestTriggers(int16_t* data, int32_t heavy)
switch (TRIG_BITS(trigger)) {
case TO_OBJECT: {
ITEM_INFO* item = &Items[value];
ITEM_INFO *item = &Items[value];
if (item->flags & IF_ONESHOT) {
break;
@ -769,7 +769,7 @@ void TestTriggers(int16_t* data, int32_t heavy)
break;
case TO_SINK: {
OBJECT_VECTOR* obvector = &Camera.fixed[value];
OBJECT_VECTOR *obvector = &Camera.fixed[value];
if (Lara.LOT.required_box != obvector->flags) {
Lara.LOT.target.x = obvector->x;
@ -855,7 +855,7 @@ void TestTriggers(int16_t* data, int32_t heavy)
}
}
int32_t TriggerActive(ITEM_INFO* item)
int32_t TriggerActive(ITEM_INFO *item)
{
int32_t ok = (item->flags & IF_REVERSE) ? 0 : 1;
@ -880,15 +880,15 @@ int32_t TriggerActive(ITEM_INFO* item)
return ok;
}
int16_t GetCeiling(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
int16_t GetCeiling(FLOOR_INFO *floor, int32_t x, int32_t y, int32_t z)
{
int16_t* data;
int16_t *data;
int16_t type;
int16_t trigger;
FLOOR_INFO* f = floor;
FLOOR_INFO *f = floor;
while (f->sky_room != NO_ROOM) {
ROOM_INFO* r = &RoomInfo[f->sky_room];
ROOM_INFO *r = &RoomInfo[f->sky_room];
int32_t x_floor = (z - r->z) >> WALL_SHIFT;
int32_t y_floor = (x - r->x) >> WALL_SHIFT;
f = &r->floor[x_floor + y_floor * r->x_size];
@ -929,7 +929,7 @@ int16_t GetCeiling(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
}
while (floor->pit_room != NO_ROOM) {
ROOM_INFO* r = &RoomInfo[floor->pit_room];
ROOM_INFO *r = &RoomInfo[floor->pit_room];
int32_t x_floor = (z - r->z) >> WALL_SHIFT;
int32_t y_floor = (x - r->x) >> WALL_SHIFT;
floor = &r->floor[x_floor + y_floor * r->x_size];
@ -962,8 +962,8 @@ int16_t GetCeiling(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
trigger = *data++;
}
} else {
ITEM_INFO* item = &Items[trigger & VALUE_BITS];
OBJECT_INFO* object = &Objects[item->object_number];
ITEM_INFO *item = &Items[trigger & VALUE_BITS];
OBJECT_INFO *object = &Objects[item->object_number];
if (object->ceiling) {
object->ceiling(item, x, y, z, &height);
}
@ -980,13 +980,13 @@ int16_t GetCeiling(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z)
return height;
}
int16_t GetDoor(FLOOR_INFO* floor)
int16_t GetDoor(FLOOR_INFO *floor)
{
if (!floor->index) {
return NO_ROOM;
}
int16_t* data = &FloorData[floor->index];
int16_t *data = &FloorData[floor->index];
int16_t type = *data++;
if (type == FT_TILT) {
@ -1005,7 +1005,7 @@ int16_t GetDoor(FLOOR_INFO* floor)
return NO_ROOM;
}
int32_t LOS(GAME_VECTOR* start, GAME_VECTOR* target)
int32_t LOS(GAME_VECTOR *start, GAME_VECTOR *target)
{
int32_t los1;
int32_t los2;
@ -1022,7 +1022,7 @@ int32_t LOS(GAME_VECTOR* start, GAME_VECTOR* target)
return 0;
}
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(target->x, target->y, target->z, &target->room_number);
if (ClipTarget(start, target, floor) && los1 == 1 && los2 == 1) {
@ -1032,9 +1032,9 @@ int32_t LOS(GAME_VECTOR* start, GAME_VECTOR* target)
return 0;
}
int32_t zLOS(GAME_VECTOR* start, GAME_VECTOR* target)
int32_t zLOS(GAME_VECTOR *start, GAME_VECTOR *target)
{
FLOOR_INFO* floor;
FLOOR_INFO *floor;
int32_t dz = target->z - start->z;
if (dz == 0) {
@ -1117,9 +1117,9 @@ int32_t zLOS(GAME_VECTOR* start, GAME_VECTOR* target)
return 1;
}
int32_t xLOS(GAME_VECTOR* start, GAME_VECTOR* target)
int32_t xLOS(GAME_VECTOR *start, GAME_VECTOR *target)
{
FLOOR_INFO* floor;
FLOOR_INFO *floor;
int32_t dx = target->x - start->x;
if (dx == 0) {
@ -1202,7 +1202,7 @@ int32_t xLOS(GAME_VECTOR* start, GAME_VECTOR* target)
return 1;
}
int32_t ClipTarget(GAME_VECTOR* start, GAME_VECTOR* target, FLOOR_INFO* floor)
int32_t ClipTarget(GAME_VECTOR *start, GAME_VECTOR *target, FLOOR_INFO *floor)
{
int32_t dx = target->x - start->x;
int32_t dy = target->y - start->y;
@ -1232,14 +1232,14 @@ void FlipMap()
mn_stop_ambient_samples();
for (int i = 0; i < RoomCount; i++) {
ROOM_INFO* r = &RoomInfo[i];
ROOM_INFO *r = &RoomInfo[i];
if (r->flipped_room < 0) {
continue;
}
RemoveRoomFlipItems(r);
ROOM_INFO* flipped = &RoomInfo[r->flipped_room];
ROOM_INFO *flipped = &RoomInfo[r->flipped_room];
ROOM_INFO temp = *r;
*r = *flipped;
*flipped = temp;
@ -1257,11 +1257,11 @@ void FlipMap()
FlipStatus = !FlipStatus;
}
void RemoveRoomFlipItems(ROOM_INFO* r)
void RemoveRoomFlipItems(ROOM_INFO *r)
{
for (int16_t item_num = r->item_number; item_num != NO_ITEM;
item_num = Items[item_num].next_item) {
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
switch (item->object_number) {
case O_MOVABLE_BLOCK:
@ -1278,11 +1278,11 @@ void RemoveRoomFlipItems(ROOM_INFO* r)
}
}
void AddRoomFlipItems(ROOM_INFO* r)
void AddRoomFlipItems(ROOM_INFO *r)
{
for (int16_t item_num = r->item_number; item_num != NO_ITEM;
item_num = Items[item_num].next_item) {
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
switch (item->object_number) {
case O_MOVABLE_BLOCK:

View file

@ -5,24 +5,24 @@
#include <stdint.h>
int32_t ControlPhase(int32_t nframes, int32_t demo_mode);
void AnimateItem(ITEM_INFO* item);
int32_t GetChange(ITEM_INFO* item, ANIM_STRUCT* anim);
void TranslateItem(ITEM_INFO* item, int32_t x, int32_t y, int32_t z);
FLOOR_INFO* GetFloor(int32_t x, int32_t y, int32_t z, int16_t* room_num);
void AnimateItem(ITEM_INFO *item);
int32_t GetChange(ITEM_INFO *item, ANIM_STRUCT *anim);
void TranslateItem(ITEM_INFO *item, int32_t x, int32_t y, int32_t z);
FLOOR_INFO *GetFloor(int32_t x, int32_t y, int32_t z, int16_t *room_num);
int16_t GetWaterHeight(int32_t x, int32_t y, int32_t z, int16_t room_num);
int16_t GetHeight(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z);
void RefreshCamera(int16_t type, int16_t* data);
void TestTriggers(int16_t* data, int32_t heavy);
int32_t TriggerActive(ITEM_INFO* item);
int16_t GetCeiling(FLOOR_INFO* floor, int32_t x, int32_t y, int32_t z);
int16_t GetDoor(FLOOR_INFO* floor);
int32_t LOS(GAME_VECTOR* start, GAME_VECTOR* target);
int32_t zLOS(GAME_VECTOR* start, GAME_VECTOR* target);
int32_t xLOS(GAME_VECTOR* start, GAME_VECTOR* target);
int32_t ClipTarget(GAME_VECTOR* start, GAME_VECTOR* target, FLOOR_INFO* floor);
int16_t GetHeight(FLOOR_INFO *floor, int32_t x, int32_t y, int32_t z);
void RefreshCamera(int16_t type, int16_t *data);
void TestTriggers(int16_t *data, int32_t heavy);
int32_t TriggerActive(ITEM_INFO *item);
int16_t GetCeiling(FLOOR_INFO *floor, int32_t x, int32_t y, int32_t z);
int16_t GetDoor(FLOOR_INFO *floor);
int32_t LOS(GAME_VECTOR *start, GAME_VECTOR *target);
int32_t zLOS(GAME_VECTOR *start, GAME_VECTOR *target);
int32_t xLOS(GAME_VECTOR *start, GAME_VECTOR *target);
int32_t ClipTarget(GAME_VECTOR *start, GAME_VECTOR *target, FLOOR_INFO *floor);
void FlipMap();
void RemoveRoomFlipItems(ROOM_INFO* r);
void AddRoomFlipItems(ROOM_INFO* r);
void RemoveRoomFlipItems(ROOM_INFO *r);
void AddRoomFlipItems(ROOM_INFO *r);
void TriggerCDTrack(int16_t value, int16_t flags, int16_t type);
void TriggerNormalCDTrack(int16_t value, int16_t flags, int16_t type);

View file

@ -44,7 +44,7 @@ static BITE_INFO CrocBite = { 5, -21, 467, 9 };
void AlligatorControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -53,8 +53,8 @@ void AlligatorControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* gator = item->data;
FLOOR_INFO* floor;
CREATURE_INFO *gator = item->data;
FLOOR_INFO *floor;
int16_t head = 0;
int16_t angle = 0;
int16_t room_num;
@ -161,7 +161,7 @@ void AlligatorControl(int16_t item_num)
void CrocControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -170,7 +170,7 @@ void CrocControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* croc = item->data;
CREATURE_INFO *croc = item->data;
int16_t head = 0;
int16_t angle = 0;

View file

@ -12,7 +12,7 @@
int32_t StartDemo()
{
TRACE("");
TEXTSTRING* txt;
TEXTSTRING *txt;
START_INFO start, *s;
int16_t level_num = DemoLevel;
@ -67,7 +67,7 @@ int32_t StartDemo()
void LoadLaraDemoPos()
{
ITEM_INFO* item = LaraItem;
ITEM_INFO *item = LaraItem;
item->pos.x = DemoPtr[0];
item->pos.y = DemoPtr[1];
item->pos.z = DemoPtr[2];
@ -81,7 +81,7 @@ void LoadLaraDemoPos()
ItemNewRoom(Lara.item_number, room_num);
}
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
item->floor = GetHeight(floor, item->pos.x, item->pos.y, item->pos.z);
}

View file

@ -60,7 +60,7 @@ static BITE_INFO RaptorBite = { 0, 66, 318, 22 };
void RaptorControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -69,7 +69,7 @@ void RaptorControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* raptor = item->data;
CREATURE_INFO *raptor = item->data;
int16_t head = 0;
int16_t angle = 0;
int16_t tilt = 0;
@ -185,7 +185,7 @@ void RaptorControl(int16_t item_num)
void DinoControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -194,7 +194,7 @@ void DinoControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* dino = item->data;
CREATURE_INFO *dino = item->data;
int16_t head = 0;
int16_t angle = 0;
@ -289,7 +289,7 @@ void DinoControl(int16_t item_num)
item->collidable = 1;
}
void LaraDinoDeath(ITEM_INFO* item)
void LaraDinoDeath(ITEM_INFO *item)
{
item->goal_anim_state = DINO_KILL;
if (LaraItem->room_number != item->room_number) {

View file

@ -5,7 +5,7 @@
void RaptorControl(int16_t item_num);
void DinoControl(int16_t item_num);
void LaraDinoDeath(ITEM_INFO* item);
void LaraDinoDeath(ITEM_INFO *item);
void T1MInjectGameDino();

View file

@ -18,7 +18,7 @@ int32_t DrawPhaseCinematic()
CameraUnderwater = 0;
for (int i = 0; i < RoomsToDrawNum; i++) {
int32_t room_num = RoomsToDraw[i];
ROOM_INFO* r = &RoomInfo[room_num];
ROOM_INFO *r = &RoomInfo[room_num];
r->top = 0;
r->left = 0;
r->right = PhdWinMaxX;
@ -49,7 +49,7 @@ void DrawRooms(int16_t current_room)
PhdRight = PhdWinMaxX;
PhdBottom = PhdWinMaxY;
ROOM_INFO* r = &RoomInfo[current_room];
ROOM_INFO *r = &RoomInfo[current_room];
r->left = PhdLeft;
r->top = PhdTop;
r->right = PhdRight;
@ -65,7 +65,7 @@ void DrawRooms(int16_t current_room)
phd_TranslateAbs(r->x, r->y, r->z);
if (r->doors) {
for (int i = 0; i < r->doors->count; i++) {
DOOR_INFO* door = &r->doors->door[i];
DOOR_INFO *door = &r->doors->door[i];
if (SetRoomBounds(&door->x, door->room_num, r)) {
GetRoomBounds(door->room_num);
}
@ -90,12 +90,12 @@ void DrawRooms(int16_t current_room)
void GetRoomBounds(int16_t room_num)
{
ROOM_INFO* r = &RoomInfo[room_num];
ROOM_INFO *r = &RoomInfo[room_num];
phd_PushMatrix();
phd_TranslateAbs(r->x, r->y, r->z);
if (r->doors) {
for (int i = 0; i < r->doors->count; i++) {
DOOR_INFO* door = &r->doors->door[i];
DOOR_INFO *door = &r->doors->door[i];
if (SetRoomBounds(&door->x, door->room_num, r)) {
GetRoomBounds(door->room_num);
}
@ -104,7 +104,7 @@ void GetRoomBounds(int16_t room_num)
phd_PopMatrix();
}
int32_t SetRoomBounds(int16_t* objptr, int16_t room_num, ROOM_INFO* parent)
int32_t SetRoomBounds(int16_t *objptr, int16_t room_num, ROOM_INFO *parent)
{
// TODO: the way the game passes the objptr is dangerous and relies on
// layout of DOOR_INFO
@ -125,7 +125,7 @@ int32_t SetRoomBounds(int16_t* objptr, int16_t room_num, ROOM_INFO* parent)
int32_t z_toofar = 0;
int32_t z_behind = 0;
const PHD_MATRIX* mptr = PhdMatrixPtr;
const PHD_MATRIX *mptr = PhdMatrixPtr;
for (int i = 0; i < 4; i++) {
int32_t xv = mptr->_00 * objptr[0] + mptr->_01 * objptr[1]
+ mptr->_02 * objptr[2] + mptr->_03;
@ -175,8 +175,8 @@ int32_t SetRoomBounds(int16_t* objptr, int16_t room_num, ROOM_INFO* parent)
}
if (z_behind > 0) {
DOOR_VBUF* dest = &DoorVBuf[0];
DOOR_VBUF* last = &DoorVBuf[3];
DOOR_VBUF *dest = &DoorVBuf[0];
DOOR_VBUF *last = &DoorVBuf[3];
for (int i = 0; i < 4; i++) {
if ((dest->zv < 0) ^ (last->zv < 0)) {
if (dest->xv < 0 && last->xv < 0) {
@ -220,7 +220,7 @@ int32_t SetRoomBounds(int16_t* objptr, int16_t room_num, ROOM_INFO* parent)
return 0;
}
ROOM_INFO* r = &RoomInfo[room_num];
ROOM_INFO *r = &RoomInfo[room_num];
if (left < r->left) {
r->left = left;
}
@ -243,7 +243,7 @@ int32_t SetRoomBounds(int16_t* objptr, int16_t room_num, ROOM_INFO* parent)
void PrintRooms(int16_t room_number)
{
ROOM_INFO* r = &RoomInfo[room_number];
ROOM_INFO *r = &RoomInfo[room_number];
if (r->flags & RF_UNDERWATER) {
S_SetupBelowWater(CameraUnderwater);
} else {
@ -263,14 +263,14 @@ void PrintRooms(int16_t room_number)
S_InsertRoom(r->data);
for (int i = r->item_number; i != NO_ITEM; i = Items[i].next_item) {
ITEM_INFO* item = &Items[i];
ITEM_INFO *item = &Items[i];
if (item->status != IS_INVISIBLE) {
Objects[item->object_number].draw_routine(item);
}
}
for (int i = 0; i < r->num_meshes; i++) {
MESH_INFO* mesh = &r->mesh[i];
MESH_INFO *mesh = &r->mesh[i];
if (StaticObjects[mesh->static_number].flags & 2) {
phd_PushMatrix();
phd_TranslateAbs(mesh->x, mesh->y, mesh->z);
@ -301,8 +301,8 @@ void PrintRooms(int16_t room_number)
void DrawEffect(int16_t fxnum)
{
FX_INFO* fx = &Effects[fxnum];
OBJECT_INFO* object = &Objects[fx->object_number];
FX_INFO *fx = &Effects[fxnum];
OBJECT_INFO *object = &Objects[fx->object_number];
if (!object->loaded) {
return;
}
@ -329,7 +329,7 @@ void DrawEffect(int16_t fxnum)
}
}
void DrawSpriteItem(ITEM_INFO* item)
void DrawSpriteItem(ITEM_INFO *item)
{
S_DrawSprite(
item->pos.x, item->pos.y, item->pos.z,
@ -337,18 +337,18 @@ void DrawSpriteItem(ITEM_INFO* item)
item->shade);
}
void DrawDummyItem(ITEM_INFO* item)
void DrawDummyItem(ITEM_INFO *item)
{
}
void DrawAnimatingItem(ITEM_INFO* item)
void DrawAnimatingItem(ITEM_INFO *item)
{
static int16_t null_rotation[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
int16_t* frmptr[2];
int16_t *frmptr[2];
int32_t rate;
int32_t frac = GetFrames(item, frmptr, &rate);
OBJECT_INFO* object = &Objects[item->object_number];
OBJECT_INFO *object = &Objects[item->object_number];
if (object->shadow_size) {
S_PrintShadow(object->shadow_size, frmptr[0], item);
@ -364,18 +364,18 @@ void DrawAnimatingItem(ITEM_INFO* item)
}
CalculateObjectLighting(item, frmptr[0]);
int16_t* extra_rotation = item->data ? item->data : &null_rotation;
int16_t *extra_rotation = item->data ? item->data : &null_rotation;
int32_t bit = 1;
int16_t** meshpp = &Meshes[object->mesh_index];
int32_t* bone = &AnimBones[object->bone_index];
int16_t **meshpp = &Meshes[object->mesh_index];
int32_t *bone = &AnimBones[object->bone_index];
if (!frac) {
phd_TranslateRel(
frmptr[0][FRAME_POS_X], frmptr[0][FRAME_POS_Y],
frmptr[0][FRAME_POS_Z]);
int32_t* packed_rotation = (int32_t*)(frmptr[0] + FRAME_ROT);
int32_t *packed_rotation = (int32_t *)(frmptr[0] + FRAME_ROT);
phd_RotYXZpack(*packed_rotation++);
if (item->mesh_bits & bit) {
@ -419,8 +419,8 @@ void DrawAnimatingItem(ITEM_INFO* item)
frmptr[0][FRAME_POS_X], frmptr[0][FRAME_POS_Y],
frmptr[0][FRAME_POS_Z], frmptr[1][FRAME_POS_X],
frmptr[1][FRAME_POS_Y], frmptr[1][FRAME_POS_Z]);
int32_t* packed_rotation1 = (int32_t*)(frmptr[0] + FRAME_ROT);
int32_t* packed_rotation2 = (int32_t*)(frmptr[1] + FRAME_ROT);
int32_t *packed_rotation1 = (int32_t *)(frmptr[0] + FRAME_ROT);
int32_t *packed_rotation2 = (int32_t *)(frmptr[1] + FRAME_ROT);
phd_RotYXZpack_I(*packed_rotation1++, *packed_rotation2++);
if (item->mesh_bits & bit) {
@ -464,7 +464,7 @@ void DrawAnimatingItem(ITEM_INFO* item)
}
// originally in moveblok.c
void DrawUnclippedItem(ITEM_INFO* item)
void DrawUnclippedItem(ITEM_INFO *item)
{
int32_t left = PhdLeft;
int32_t top = PhdTop;
@ -484,11 +484,11 @@ void DrawUnclippedItem(ITEM_INFO* item)
PhdBottom = bottom;
}
void DrawLara(ITEM_INFO* item)
void DrawLara(ITEM_INFO *item)
{
OBJECT_INFO* object;
int16_t* frame;
int16_t* frmptr[2];
OBJECT_INFO *object;
int16_t *frame;
int16_t *frmptr[2];
PHD_MATRIX saved_matrix;
int32_t top = PhdTop;
@ -556,8 +556,8 @@ void DrawLara(ITEM_INFO* item)
CalculateObjectLighting(item, frame);
int32_t* bone = &AnimBones[object->bone_index];
int32_t* packed_rotation = (int32_t*)(frame + FRAME_ROT);
int32_t *bone = &AnimBones[object->bone_index];
int32_t *packed_rotation = (int32_t *)(frame + FRAME_ROT);
phd_TranslateRel(
frame[FRAME_POS_X], frame[FRAME_POS_Y], frame[FRAME_POS_Z]);
@ -674,7 +674,8 @@ void DrawLara(ITEM_INFO* item)
PhdMatrixPtr->_22 = PhdMatrixPtr[-2]._22;
packed_rotation =
(int32_t*)(Lara.right_arm.frame_base + Lara.right_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
(int32_t
*)(Lara.right_arm.frame_base + Lara.right_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
phd_RotYXZ(
Lara.right_arm.y_rot, Lara.right_arm.x_rot, Lara.right_arm.z_rot);
phd_RotYXZpack(packed_rotation[LM_UARM_R]);
@ -709,7 +710,8 @@ void DrawLara(ITEM_INFO* item)
PhdMatrixPtr->_22 = PhdMatrixPtr[-2]._22;
packed_rotation =
(int32_t*)(Lara.left_arm.frame_base + Lara.left_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
(int32_t
*)(Lara.left_arm.frame_base + Lara.left_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
phd_RotYXZ(
Lara.left_arm.y_rot, Lara.left_arm.x_rot, Lara.left_arm.z_rot);
phd_RotYXZpack(packed_rotation[LM_UARM_L]);
@ -738,7 +740,8 @@ void DrawLara(ITEM_INFO* item)
phd_PushMatrix();
packed_rotation =
(int32_t*)(Lara.right_arm.frame_base + Lara.right_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
(int32_t
*)(Lara.right_arm.frame_base + Lara.right_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
phd_TranslateRel(bone[29], bone[30], bone[31]);
phd_RotYXZpack(packed_rotation[LM_UARM_R]);
phd_PutPolygons(Lara.mesh_ptrs[LM_UARM_R], clip);
@ -762,7 +765,8 @@ void DrawLara(ITEM_INFO* item)
phd_PushMatrix();
packed_rotation =
(int32_t*)(Lara.left_arm.frame_base + Lara.left_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
(int32_t
*)(Lara.left_arm.frame_base + Lara.left_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
phd_TranslateRel(bone[41], bone[42], bone[43]);
phd_RotYXZpack(packed_rotation[LM_UARM_L]);
phd_PutPolygons(Lara.mesh_ptrs[LM_UARM_L], clip);
@ -834,7 +838,7 @@ void DrawGunFlash(int32_t weapon_type, int32_t clip)
phd_PutPolygons(Meshes[Objects[O_GUN_FLASH].mesh_index], clip);
}
void CalculateObjectLighting(ITEM_INFO* item, int16_t* frame)
void CalculateObjectLighting(ITEM_INFO *item, int16_t *frame)
{
if (item->shade >= 0) {
S_CalculateStaticLight(item->shade);
@ -862,13 +866,13 @@ void CalculateObjectLighting(ITEM_INFO* item, int16_t* frame)
}
void DrawLaraInt(
ITEM_INFO* item, int16_t* frame1, int16_t* frame2, int32_t frac,
ITEM_INFO *item, int16_t *frame1, int16_t *frame2, int32_t frac,
int32_t rate)
{
PHD_MATRIX saved_matrix;
OBJECT_INFO* object = &Objects[item->object_number];
int16_t* bounds = GetBoundsAccurate(item);
OBJECT_INFO *object = &Objects[item->object_number];
int16_t *bounds = GetBoundsAccurate(item);
#ifdef T1M_FEAT_HAIR
saved_matrix = *PhdMatrixPtr;
@ -889,9 +893,9 @@ void DrawLaraInt(
CalculateObjectLighting(item, frame1);
int32_t* bone = &AnimBones[object->bone_index];
int32_t* packed_rotation1 = (int32_t*)(frame1 + FRAME_ROT);
int32_t* packed_rotation2 = (int32_t*)(frame2 + FRAME_ROT);
int32_t *bone = &AnimBones[object->bone_index];
int32_t *packed_rotation1 = (int32_t *)(frame1 + FRAME_ROT);
int32_t *packed_rotation2 = (int32_t *)(frame2 + FRAME_ROT);
InitInterpolate(frac, rate);
@ -1011,7 +1015,8 @@ void DrawLaraInt(
InterpolateArmMatrix();
packed_rotation1 =
(int32_t*)(Lara.right_arm.frame_base + Lara.right_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
(int32_t
*)(Lara.right_arm.frame_base + Lara.right_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
phd_RotYXZ(
Lara.right_arm.y_rot, Lara.right_arm.x_rot, Lara.right_arm.z_rot);
phd_RotYXZpack(packed_rotation1[LM_UARM_R]);
@ -1037,7 +1042,8 @@ void DrawLaraInt(
InterpolateArmMatrix();
packed_rotation1 =
(int32_t*)(Lara.left_arm.frame_base + Lara.left_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
(int32_t
*)(Lara.left_arm.frame_base + Lara.left_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
phd_RotYXZ(
Lara.left_arm.y_rot, Lara.left_arm.x_rot, Lara.left_arm.z_rot);
phd_RotYXZpack(packed_rotation1[LM_UARM_L]);
@ -1068,7 +1074,8 @@ void DrawLaraInt(
InterpolateMatrix();
packed_rotation1 =
(int32_t*)(Lara.right_arm.frame_base + Lara.right_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
(int32_t
*)(Lara.right_arm.frame_base + Lara.right_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
phd_TranslateRel(bone[29], bone[30], bone[31]);
phd_RotYXZpack(packed_rotation1[LM_UARM_R]);
phd_PutPolygons(Lara.mesh_ptrs[LM_UARM_R], clip);
@ -1092,7 +1099,8 @@ void DrawLaraInt(
phd_PushMatrix();
packed_rotation1 =
(int32_t*)(Lara.left_arm.frame_base + Lara.left_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
(int32_t
*)(Lara.left_arm.frame_base + Lara.left_arm.frame_number * (object->nmeshes * 2 + FRAME_ROT) + 10);
phd_TranslateRel(bone[41], bone[42], bone[43]);
phd_RotYXZpack(packed_rotation1[LM_UARM_L]);
phd_PutPolygons(Lara.mesh_ptrs[LM_UARM_L], clip);
@ -1166,7 +1174,7 @@ void phd_PopMatrix_I()
void phd_TranslateRel_I(int32_t x, int32_t y, int32_t z)
{
phd_TranslateRel(x, y, z);
PHD_MATRIX* old_matrix = PhdMatrixPtr;
PHD_MATRIX *old_matrix = PhdMatrixPtr;
PhdMatrixPtr = IMMatrixPtr;
phd_TranslateRel(x, y, z);
PhdMatrixPtr = old_matrix;
@ -1176,7 +1184,7 @@ void phd_TranslateRel_ID(
int32_t x, int32_t y, int32_t z, int32_t x2, int32_t y2, int32_t z2)
{
phd_TranslateRel(x, y, z);
PHD_MATRIX* old_matrix = PhdMatrixPtr;
PHD_MATRIX *old_matrix = PhdMatrixPtr;
PhdMatrixPtr = IMMatrixPtr;
phd_TranslateRel(x2, y2, z2);
PhdMatrixPtr = old_matrix;
@ -1185,7 +1193,7 @@ void phd_TranslateRel_ID(
void phd_RotY_I(PHD_ANGLE ang)
{
phd_RotY(ang);
PHD_MATRIX* old_matrix = PhdMatrixPtr;
PHD_MATRIX *old_matrix = PhdMatrixPtr;
PhdMatrixPtr = IMMatrixPtr;
phd_RotY(ang);
PhdMatrixPtr = old_matrix;
@ -1194,7 +1202,7 @@ void phd_RotY_I(PHD_ANGLE ang)
void phd_RotX_I(PHD_ANGLE ang)
{
phd_RotX(ang);
PHD_MATRIX* old_matrix = PhdMatrixPtr;
PHD_MATRIX *old_matrix = PhdMatrixPtr;
PhdMatrixPtr = IMMatrixPtr;
phd_RotX(ang);
PhdMatrixPtr = old_matrix;
@ -1203,7 +1211,7 @@ void phd_RotX_I(PHD_ANGLE ang)
void phd_RotZ_I(PHD_ANGLE ang)
{
phd_RotZ(ang);
PHD_MATRIX* old_matrix = PhdMatrixPtr;
PHD_MATRIX *old_matrix = PhdMatrixPtr;
PhdMatrixPtr = IMMatrixPtr;
phd_RotZ(ang);
PhdMatrixPtr = old_matrix;
@ -1212,7 +1220,7 @@ void phd_RotZ_I(PHD_ANGLE ang)
void phd_RotYXZ_I(PHD_ANGLE y, PHD_ANGLE x, PHD_ANGLE z)
{
phd_RotYXZ(y, x, z);
PHD_MATRIX* old_matrix = PhdMatrixPtr;
PHD_MATRIX *old_matrix = PhdMatrixPtr;
PhdMatrixPtr = IMMatrixPtr;
phd_RotYXZ(y, x, z);
PhdMatrixPtr = old_matrix;
@ -1221,13 +1229,13 @@ void phd_RotYXZ_I(PHD_ANGLE y, PHD_ANGLE x, PHD_ANGLE z)
void phd_RotYXZpack_I(int32_t r1, int32_t r2)
{
phd_RotYXZpack(r1);
PHD_MATRIX* old_matrix = PhdMatrixPtr;
PHD_MATRIX *old_matrix = PhdMatrixPtr;
PhdMatrixPtr = IMMatrixPtr;
phd_RotYXZpack(r2);
PhdMatrixPtr = old_matrix;
}
void phd_PutPolygons_I(int16_t* ptr, int32_t clip)
void phd_PutPolygons_I(int16_t *ptr, int32_t clip)
{
phd_PushMatrix();
InterpolateMatrix();
@ -1237,8 +1245,8 @@ void phd_PutPolygons_I(int16_t* ptr, int32_t clip)
void InterpolateMatrix()
{
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX* iptr = IMMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
PHD_MATRIX *iptr = IMMatrixPtr;
if (IMRate == 2) {
mptr->_00 = (mptr->_00 + iptr->_00) / 2;
@ -1271,8 +1279,8 @@ void InterpolateMatrix()
void InterpolateArmMatrix()
{
PHD_MATRIX* mptr = PhdMatrixPtr;
PHD_MATRIX* iptr = IMMatrixPtr;
PHD_MATRIX *mptr = PhdMatrixPtr;
PHD_MATRIX *iptr = IMMatrixPtr;
if (IMRate == 2) {
mptr->_00 = mptr[-2]._00;
@ -1303,9 +1311,9 @@ void InterpolateArmMatrix()
}
}
int32_t GetFrames(ITEM_INFO* item, int16_t* frmptr[], int32_t* rate)
int32_t GetFrames(ITEM_INFO *item, int16_t *frmptr[], int32_t *rate)
{
ANIM_STRUCT* anim = &Anims[item->anim_number];
ANIM_STRUCT *anim = &Anims[item->anim_number];
frmptr[0] = anim->frame_ptr;
frmptr[1] = anim->frame_ptr;
@ -1331,10 +1339,10 @@ int32_t GetFrames(ITEM_INFO* item, int16_t* frmptr[], int32_t* rate)
return interp;
}
int16_t* GetBoundsAccurate(ITEM_INFO* item)
int16_t *GetBoundsAccurate(ITEM_INFO *item)
{
int32_t rate;
int16_t* frmptr[2];
int16_t *frmptr[2];
int32_t frac = GetFrames(item, frmptr, &rate);
if (!frac) {
@ -1349,9 +1357,9 @@ int16_t* GetBoundsAccurate(ITEM_INFO* item)
return InterpolatedBounds;
}
int16_t* GetBestFrame(ITEM_INFO* item)
int16_t *GetBestFrame(ITEM_INFO *item)
{
int16_t* frmptr[2];
int16_t *frmptr[2];
int32_t rate;
int32_t frac = GetFrames(item, frmptr, &rate);
if (frac <= rate / 2) {

View file

@ -8,18 +8,18 @@ int32_t DrawPhaseCinematic();
int32_t DrawPhaseGame();
void DrawRooms(int16_t current_room);
void GetRoomBounds(int16_t room_num);
int32_t SetRoomBounds(int16_t* objptr, int16_t room_num, ROOM_INFO* parent);
int32_t SetRoomBounds(int16_t *objptr, int16_t room_num, ROOM_INFO *parent);
void PrintRooms(int16_t room_number);
void DrawEffect(int16_t fxnum);
void DrawSpriteItem(ITEM_INFO* item);
void DrawDummyItem(ITEM_INFO* item);
void DrawAnimatingItem(ITEM_INFO* item);
void DrawUnclippedItem(ITEM_INFO* item);
void DrawLara(ITEM_INFO* item);
void DrawSpriteItem(ITEM_INFO *item);
void DrawDummyItem(ITEM_INFO *item);
void DrawAnimatingItem(ITEM_INFO *item);
void DrawUnclippedItem(ITEM_INFO *item);
void DrawLara(ITEM_INFO *item);
void DrawGunFlash(int32_t weapon_type, int32_t clip);
void CalculateObjectLighting(ITEM_INFO* item, int16_t* frame);
void CalculateObjectLighting(ITEM_INFO *item, int16_t *frame);
void DrawLaraInt(
ITEM_INFO* item, int16_t* frame1, int16_t* frame2, int32_t frac,
ITEM_INFO *item, int16_t *frame1, int16_t *frame2, int32_t frac,
int32_t rate);
void InitInterpolate(int32_t frac, int32_t rate);
@ -33,13 +33,13 @@ void phd_RotX_I(int16_t ang);
void phd_RotZ_I(int16_t ang);
void phd_RotYXZ_I(int16_t y, int16_t x, int16_t z);
void phd_RotYXZpack_I(int32_t r1, int32_t r2);
void phd_PutPolygons_I(int16_t* ptr, int32_t clip);
void phd_PutPolygons_I(int16_t *ptr, int32_t clip);
void InterpolateMatrix();
void InterpolateArmMatrix();
int32_t GetFrames(ITEM_INFO* item, int16_t* frmptr[], int32_t* rate);
int16_t* GetBoundsAccurate(ITEM_INFO* item);
int16_t* GetBestFrame(ITEM_INFO* item);
int32_t GetFrames(ITEM_INFO *item, int16_t *frmptr[], int32_t *rate);
int16_t *GetBoundsAccurate(ITEM_INFO *item);
int16_t *GetBestFrame(ITEM_INFO *item);
void T1MInjectGameDraw();

View file

@ -16,14 +16,14 @@
#define FLIPFLAG 0x40
#define UNFLIPFLAG 0x80
void (*EffectRoutines[])(ITEM_INFO* item) = {
void (*EffectRoutines[])(ITEM_INFO *item) = {
FxTurn180, FxDinoStomp, FxLaraNormal, FxLaraBubbles, FxFinishLevel,
FxEarthQuake, FxFlood, FxRaisingBlock, FxStairs2Slope, FxSand,
FxPowerUp, FxExplosion, FxLaraHandsFree, FxFlipMap, FxDrawRightGun,
FxChainBlock, FxFlicker,
};
int32_t ItemNearLara(PHD_3DPOS* pos, int32_t distance)
int32_t ItemNearLara(PHD_3DPOS *pos, int32_t distance)
{
int32_t x = pos->x - LaraItem->pos.x;
int32_t y = pos->y - LaraItem->pos.y;
@ -32,7 +32,7 @@ int32_t ItemNearLara(PHD_3DPOS* pos, int32_t distance)
if (x >= -distance && x <= distance && z >= -distance && z <= distance
&& y >= -WALL_L * 3 && y <= WALL_L * 3
&& SQUARE(x) + SQUARE(z) <= SQUARE(distance)) {
int16_t* bounds = GetBoundsAccurate(LaraItem);
int16_t *bounds = GetBoundsAccurate(LaraItem);
if (y >= bounds[FRAME_BOUND_MIN_Y]
&& y <= bounds[FRAME_BOUND_MAX_Y] + 100) {
return 1;
@ -47,11 +47,11 @@ void SoundEffects()
mn_reset_ambient_loudness();
for (int i = 0; i < NumberSoundEffects; i++) {
OBJECT_VECTOR* sound = &SoundEffectsTable[i];
OBJECT_VECTOR *sound = &SoundEffectsTable[i];
if (FlipStatus && (sound->flags & FLIPFLAG)) {
SoundEffect(sound->data, (PHD_3DPOS*)sound, 0);
SoundEffect(sound->data, (PHD_3DPOS *)sound, 0);
} else if (!FlipStatus && (sound->flags & UNFLIPFLAG)) {
SoundEffect(sound->data, (PHD_3DPOS*)&sound->x, 0);
SoundEffect(sound->data, (PHD_3DPOS *)&sound->x, 0);
}
}
@ -70,7 +70,7 @@ int16_t DoBloodSplat(
{
int16_t fx_num = CreateEffect(room_num);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = x;
fx->pos.y = y;
fx->pos.z = z;
@ -85,7 +85,7 @@ int16_t DoBloodSplat(
void ControlBlood1(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x += (phd_sin(fx->pos.y_rot) * fx->speed) >> W2V_SHIFT;
fx->pos.z += (phd_cos(fx->pos.y_rot) * fx->speed) >> W2V_SHIFT;
fx->counter++;
@ -100,7 +100,7 @@ void ControlBlood1(int16_t fx_num)
void ControlExplosion1(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->counter++;
if (fx->counter == 2) {
fx->counter = 0;
@ -111,11 +111,11 @@ void ControlExplosion1(int16_t fx_num)
}
}
void Ricochet(GAME_VECTOR* pos)
void Ricochet(GAME_VECTOR *pos)
{
int16_t fx_num = CreateEffect(pos->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = pos->x;
fx->pos.y = pos->y;
fx->pos.z = pos->z;
@ -128,18 +128,18 @@ void Ricochet(GAME_VECTOR* pos)
void ControlRicochet1(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->counter--;
if (!fx->counter) {
KillEffect(fx_num);
}
}
void Twinkle(GAME_VECTOR* pos)
void Twinkle(GAME_VECTOR *pos)
{
int16_t fx_num = CreateEffect(pos->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = pos->x;
fx->pos.y = pos->y;
fx->pos.z = pos->z;
@ -151,7 +151,7 @@ void Twinkle(GAME_VECTOR* pos)
void ControlTwinkle(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->counter++;
if (fx->counter == 1) {
fx->counter = 0;
@ -162,7 +162,7 @@ void ControlTwinkle(int16_t fx_num)
}
}
void ItemSparkle(ITEM_INFO* item, int meshmask)
void ItemSparkle(ITEM_INFO *item, int meshmask)
{
SPHERE slist[34];
GAME_VECTOR effect_pos;
@ -171,7 +171,7 @@ void ItemSparkle(ITEM_INFO* item, int meshmask)
effect_pos.room_number = item->room_number;
for (int i = 0; i < num; i++) {
if (meshmask & (1 << i)) {
SPHERE* sptr = &slist[i];
SPHERE *sptr = &slist[i];
effect_pos.x =
sptr->x + sptr->r * (GetRandomDraw() - 0x4000) / 0x4000;
effect_pos.y =
@ -184,7 +184,7 @@ void ItemSparkle(ITEM_INFO* item, int meshmask)
}
// original name: LaraBubbles
void FxLaraBubbles(ITEM_INFO* item)
void FxLaraBubbles(ITEM_INFO *item)
{
#ifdef T1M_FEAT_CHEATS
// NOTE: until we get Robolara, it makes sense for her to breathe underwater
@ -210,7 +210,7 @@ void FxLaraBubbles(ITEM_INFO* item)
for (int i = 0; i < count; i++) {
int16_t fx_num = CreateEffect(item->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = offset.x;
fx->pos.y = offset.y;
fx->pos.z = offset.z;
@ -223,7 +223,7 @@ void FxLaraBubbles(ITEM_INFO* item)
void ControlBubble1(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.y_rot += 9 * PHD_DEGREE;
fx->pos.x_rot += 13 * PHD_DEGREE;
@ -232,7 +232,7 @@ void ControlBubble1(int16_t fx_num)
int32_t z = fx->pos.z + ((phd_cos(fx->pos.x_rot) * 8) >> W2V_SHIFT);
int16_t room_num = fx->room_number;
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
if (!floor || !(RoomInfo[room_num].flags & RF_UNDERWATER)) {
KillEffect(fx_num);
return;
@ -252,7 +252,7 @@ void ControlBubble1(int16_t fx_num)
fx->pos.z = z;
}
void Splash(ITEM_INFO* item)
void Splash(ITEM_INFO *item)
{
int16_t wh = GetWaterHeight(
item->pos.x, item->pos.y, item->pos.z, item->room_number);
@ -264,7 +264,7 @@ void Splash(ITEM_INFO* item)
for (int i = 0; i < 10; i++) {
int16_t fx_num = CreateEffect(room_num);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = item->pos.x;
fx->pos.y = wh;
fx->pos.z = item->pos.z;
@ -278,7 +278,7 @@ void Splash(ITEM_INFO* item)
void ControlSplash1(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->frame_number--;
if (fx->frame_number <= Objects[fx->object_number].nmeshes) {
KillEffect(fx_num);
@ -292,7 +292,7 @@ void ControlSplash1(int16_t fx_num)
// original name: WaterFall
void ControlWaterFall(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if ((item->flags & IF_CODE_BITS) != IF_CODE_BITS) {
return;
}
@ -305,7 +305,7 @@ void ControlWaterFall(int16_t item_num)
&& y >= -WF_RANGE && y <= WF_RANGE) {
int16_t fx_num = CreateEffect(item->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = item->pos.x
+ ((GetRandomDraw() - 0x4000) << WALL_SHIFT) / 0x7FFF;
fx->pos.z = item->pos.z
@ -319,19 +319,19 @@ void ControlWaterFall(int16_t item_num)
}
// original name: finish_level_effect
void FxFinishLevel(ITEM_INFO* item)
void FxFinishLevel(ITEM_INFO *item)
{
LevelComplete = 1;
}
// original name: turn180_effect
void FxTurn180(ITEM_INFO* item)
void FxTurn180(ITEM_INFO *item)
{
item->pos.y_rot += PHD_180;
}
// original name: dino_stomp_effect
void FxDinoStomp(ITEM_INFO* item)
void FxDinoStomp(ITEM_INFO *item)
{
int32_t dx = item->pos.x - Camera.pos.x;
int32_t dy = item->pos.y - Camera.pos.y;
@ -344,7 +344,7 @@ void FxDinoStomp(ITEM_INFO* item)
}
// original name: lara_normal_effect
void FxLaraNormal(ITEM_INFO* item)
void FxLaraNormal(ITEM_INFO *item)
{
item->current_anim_state = AS_STOP;
item->goal_anim_state = AS_STOP;
@ -359,7 +359,7 @@ void FxLaraNormal(ITEM_INFO* item)
}
// original name: EarthQuakeFX
void FxEarthQuake(ITEM_INFO* item)
void FxEarthQuake(ITEM_INFO *item)
{
if (FlipTimer == 0) {
SoundEffect(99, NULL, 0);
@ -379,7 +379,7 @@ void FxEarthQuake(ITEM_INFO* item)
}
// original name: FloodFX
void FxFlood(ITEM_INFO* item)
void FxFlood(ITEM_INFO *item)
{
PHD_3DPOS pos;
@ -400,14 +400,14 @@ void FxFlood(ITEM_INFO* item)
}
// original name: RaisingBlockFX
void FxRaisingBlock(ITEM_INFO* item)
void FxRaisingBlock(ITEM_INFO *item)
{
SoundEffect(117, NULL, 0);
FlipEffect = -1;
}
// original name: ChainBlockFX
void FxChainBlock(ITEM_INFO* item)
void FxChainBlock(ITEM_INFO *item)
{
#ifdef T1M_FEAT_OG_FIXES
if (T1MConfig.fix_tihocan_secret_sound) {
@ -429,7 +429,7 @@ void FxChainBlock(ITEM_INFO* item)
}
// original name: Stairs2SlopeFX
void FxStairs2Slope(ITEM_INFO* item)
void FxStairs2Slope(ITEM_INFO *item)
{
if (FlipTimer == 5) {
SoundEffect(119, NULL, 0);
@ -439,7 +439,7 @@ void FxStairs2Slope(ITEM_INFO* item)
}
// original name: SandFX
void FxSand(ITEM_INFO* item)
void FxSand(ITEM_INFO *item)
{
PHD_3DPOS pos;
if (FlipTimer > 120) {
@ -457,7 +457,7 @@ void FxSand(ITEM_INFO* item)
}
// original name: PowerUpFX
void FxPowerUp(ITEM_INFO* item)
void FxPowerUp(ITEM_INFO *item)
{
PHD_3DPOS pos;
if (FlipTimer > 120) {
@ -472,7 +472,7 @@ void FxPowerUp(ITEM_INFO* item)
}
// original name: ExplosionFX
void FxExplosion(ITEM_INFO* item)
void FxExplosion(ITEM_INFO *item)
{
SoundEffect(170, NULL, 0);
Camera.bounce = -75;
@ -480,7 +480,7 @@ void FxExplosion(ITEM_INFO* item)
}
// original name: FlickerFX
void FxFlicker(ITEM_INFO* item)
void FxFlicker(ITEM_INFO *item)
{
if (FlipTimer > 125) {
FlipMap();
@ -494,22 +494,22 @@ void FxFlicker(ITEM_INFO* item)
}
// original name: lara_hands_free
void FxLaraHandsFree(ITEM_INFO* item)
void FxLaraHandsFree(ITEM_INFO *item)
{
Lara.gun_status = LGS_ARMLESS;
}
// original name: flip_map_effect
void FxFlipMap(ITEM_INFO* item)
void FxFlipMap(ITEM_INFO *item)
{
FlipMap();
}
// original name: draw_right_gun
void FxDrawRightGun(ITEM_INFO* item)
void FxDrawRightGun(ITEM_INFO *item)
{
int16_t* tmp_mesh;
OBJECT_INFO* obj = &Objects[item->object_number];
int16_t *tmp_mesh;
OBJECT_INFO *obj = &Objects[item->object_number];
tmp_mesh = Meshes[obj->mesh_index + LM_THIGH_R];
Meshes[obj->mesh_index + LM_THIGH_R] =
Meshes[Objects[O_PISTOLS].mesh_index + LM_THIGH_R];

View file

@ -9,41 +9,41 @@
#define StopSoundEffect ((void (*)(int32_t sfx_num, PHD_3DPOS *pos))0x0042B300)
// clang-format on
int32_t ItemNearLara(PHD_3DPOS* pos, int32_t distance);
int32_t ItemNearLara(PHD_3DPOS *pos, int32_t distance);
void SoundEffects();
int16_t DoBloodSplat(
int32_t x, int32_t y, int32_t z, int16_t speed, int16_t direction,
int16_t room_num);
void ControlBlood1(int16_t fx_num);
void ControlExplosion1(int16_t fx_num);
void Ricochet(GAME_VECTOR* pos);
void Ricochet(GAME_VECTOR *pos);
void ControlRicochet1(int16_t fx_num);
void Twinkle(GAME_VECTOR* pos);
void Twinkle(GAME_VECTOR *pos);
void ControlTwinkle(int16_t fx_num);
void ItemSparkle(ITEM_INFO* item, int meshmask);
void FxLaraBubbles(ITEM_INFO* item);
void ItemSparkle(ITEM_INFO *item, int meshmask);
void FxLaraBubbles(ITEM_INFO *item);
void ControlBubble1(int16_t fx_num);
void Splash(ITEM_INFO* item);
void Splash(ITEM_INFO *item);
void ControlSplash1(int16_t fx_num);
void ControlWaterFall(int16_t item_num);
void FxFinishLevel(ITEM_INFO* item);
void FxTurn180(ITEM_INFO* item);
void FxDinoStomp(ITEM_INFO* item);
void FxLaraNormal(ITEM_INFO* item);
void FxEarthQuake(ITEM_INFO* item);
void FxFlood(ITEM_INFO* item);
void FxRaisingBlock(ITEM_INFO* item);
void FxChainBlock(ITEM_INFO* item);
void FxStairs2Slope(ITEM_INFO* item);
void FxSand(ITEM_INFO* item);
void FxPowerUp(ITEM_INFO* item);
void FxExplosion(ITEM_INFO* item);
void FxFlicker(ITEM_INFO* item);
void FxLaraHandsFree(ITEM_INFO* item);
void FxFlipMap(ITEM_INFO* item);
void FxDrawRightGun(ITEM_INFO* item);
void FxFinishLevel(ITEM_INFO *item);
void FxTurn180(ITEM_INFO *item);
void FxDinoStomp(ITEM_INFO *item);
void FxLaraNormal(ITEM_INFO *item);
void FxEarthQuake(ITEM_INFO *item);
void FxFlood(ITEM_INFO *item);
void FxRaisingBlock(ITEM_INFO *item);
void FxChainBlock(ITEM_INFO *item);
void FxStairs2Slope(ITEM_INFO *item);
void FxSand(ITEM_INFO *item);
void FxPowerUp(ITEM_INFO *item);
void FxExplosion(ITEM_INFO *item);
void FxFlicker(ITEM_INFO *item);
void FxLaraHandsFree(ITEM_INFO *item);
void FxFlipMap(ITEM_INFO *item);
void FxDrawRightGun(ITEM_INFO *item);
extern void (*EffectRoutines[])(ITEM_INFO* item);
extern void (*EffectRoutines[])(ITEM_INFO *item);
void T1MInjectGameEffects();

View file

@ -256,7 +256,7 @@ int32_t GetRandomDraw()
void LevelStats(int32_t level_num)
{
static char string[100];
TEXTSTRING* txt;
TEXTSTRING *txt;
TempVideoAdjust(HiRes, 1.0);
T_InitPrint();
@ -379,12 +379,12 @@ void LevelStats(int32_t level_num)
TempVideoRemove();
}
int32_t S_LoadGame(void* data, int32_t size, int32_t slot)
int32_t S_LoadGame(void *data, int32_t size, int32_t slot)
{
char filename[80];
sprintf(filename, "saveati.%d", slot);
TRACE("%s", filename);
FILE* fp = fopen(filename, "rb");
FILE *fp = fopen(filename, "rb");
if (!fp) {
return 0;
}
@ -396,7 +396,7 @@ int32_t S_LoadGame(void* data, int32_t size, int32_t slot)
return 1;
}
void GetSavedGamesList(REQUEST_INFO* req)
void GetSavedGamesList(REQUEST_INFO *req)
{
switch (HiRes) {
case 0:
@ -427,7 +427,7 @@ void GetSavedGamesList(REQUEST_INFO* req)
int32_t S_FrontEndCheck()
{
REQUEST_INFO* req = &LoadGameRequester;
REQUEST_INFO *req = &LoadGameRequester;
req->items = 0;
SavedGamesCount = 0;
@ -435,7 +435,7 @@ int32_t S_FrontEndCheck()
char filename[75];
sprintf(filename, "saveati.%d", i);
FILE* fp = fopen(filename, "rb");
FILE *fp = fopen(filename, "rb");
if (fp) {
fread(filename, 1, 75, fp);
int32_t counter;
@ -467,13 +467,13 @@ int32_t S_FrontEndCheck()
return 1;
}
int32_t S_SaveGame(void* data, int32_t size, int32_t slot)
int32_t S_SaveGame(void *data, int32_t size, int32_t slot)
{
char filename[75];
sprintf(filename, "saveati.%d", slot);
TRACE("%s", filename);
FILE* fp = fopen(filename, "wb");
FILE *fp = fopen(filename, "wb");
if (!fp) {
return 0;
}
@ -484,7 +484,7 @@ int32_t S_SaveGame(void* data, int32_t size, int32_t slot)
fwrite(data, size, 1, fp);
fclose(fp);
REQUEST_INFO* req = &LoadGameRequester;
REQUEST_INFO *req = &LoadGameRequester;
sprintf(
&req->item_texts[req->item_text_len * slot], "%s %d", filename,
SaveCounter);

View file

@ -11,9 +11,9 @@ void SeedRandomDraw(int32_t seed);
int32_t GetRandomControl();
int32_t GetRandomDraw();
void LevelStats(int32_t level_num);
int32_t S_LoadGame(void* data, int32_t size, int32_t slot);
void GetSavedGamesList(REQUEST_INFO* req);
int32_t S_SaveGame(void* data, int32_t size, int32_t slot);
int32_t S_LoadGame(void *data, int32_t size, int32_t slot);
void GetSavedGamesList(REQUEST_INFO *req);
int32_t S_SaveGame(void *data, int32_t size, int32_t slot);
void T1MInjectGameGame();

View file

@ -23,7 +23,7 @@ void InitialiseHair()
{
FirstHair = 1;
int32_t* bone = &AnimBones[Objects[O_HAIR].bone_index];
int32_t *bone = &AnimBones[Objects[O_HAIR].bone_index];
Hair[0].y_rot = 0;
Hair[0].x_rot = -PHD_90;
@ -46,11 +46,11 @@ void HairControl(int in_cutscene)
return;
}
OBJECT_INFO* object;
OBJECT_INFO *object;
int32_t *bone, distance;
int16_t *frame, *objptr, room_number;
PHD_VECTOR pos;
FLOOR_INFO* floor;
FLOOR_INFO *floor;
int32_t i, water_level, height, size;
SPHERE sphere[5];
int32_t j, x, y, z;
@ -95,7 +95,7 @@ void HairControl(int in_cutscene)
phd_TranslateRel(
frame[FRAME_POS_X], frame[FRAME_POS_Y], frame[FRAME_POS_Z]);
int32_t* packed_rotation = (int32_t*)(frame + FRAME_ROT);
int32_t *packed_rotation = (int32_t *)(frame + FRAME_ROT);
phd_RotYXZpack(packed_rotation[LM_HIPS]);
// hips
@ -300,8 +300,8 @@ void DrawHair()
return;
}
OBJECT_INFO* object = &Objects[O_HAIR];
int16_t** mesh = &Meshes[object->mesh_index];
OBJECT_INFO *object = &Objects[O_HAIR];
int16_t **mesh = &Meshes[object->mesh_index];
for (int i = 0; i < HAIR_SEGMENTS; i++) {
phd_PushMatrix();

View file

@ -186,9 +186,9 @@ void DrawAmmoInfo()
#endif
}
void MakeAmmoString(char* string)
void MakeAmmoString(char *string)
{
char* c;
char *c;
for (c = string; *c != 0; c++) {
if (*c == 32) {
@ -224,7 +224,7 @@ void DrawPickups()
int32_t y = PhdWinHeight - sprite_height;
int32_t x = PhdWinWidth - sprite_height;
for (int i = 0; i < MAX_PICKUPS; i++) {
DISPLAYPU* pu = &Pickups[i];
DISPLAYPU *pu = &Pickups[i];
pu->duration -= time;
if (pu->duration <= 0) {
pu->duration = 0;

View file

@ -3,7 +3,7 @@
#include <stdint.h>
void MakeAmmoString(char* string);
void MakeAmmoString(char *string);
void DrawAmmoInfo();
void DrawGameInfo();
void DrawHealthBar();

View file

@ -6,43 +6,43 @@
int32_t Display_Inventory(int inv_mode);
void Construct_Inventory();
void SelectMeshes(INVENTORY_ITEM* inv_item);
int32_t AnimateInventoryItem(INVENTORY_ITEM* inv_item);
void DrawInventoryItem(INVENTORY_ITEM* inv_item);
void SelectMeshes(INVENTORY_ITEM *inv_item);
int32_t AnimateInventoryItem(INVENTORY_ITEM *inv_item);
void DrawInventoryItem(INVENTORY_ITEM *inv_item);
int32_t GetDebouncedInput(int32_t input);
void InitColours();
void RingIsOpen(RING_INFO* ring);
void RingIsNotOpen(RING_INFO* ring);
void RingNotActive(INVENTORY_ITEM* inv_item);
void RingIsOpen(RING_INFO *ring);
void RingIsNotOpen(RING_INFO *ring);
void RingNotActive(INVENTORY_ITEM *inv_item);
void RingActive();
int32_t Inv_AddItem(int32_t item_num);
void Inv_InsertItem(INVENTORY_ITEM* inv_item);
void Inv_InsertItem(INVENTORY_ITEM *inv_item);
int32_t Inv_RequestItem(int item_num);
void Inv_RemoveAllItems();
int32_t Inv_RemoveItem(int32_t item_num);
int32_t Inv_GetItemOption(int32_t item_num);
void RemoveInventoryText();
void Inv_RingInit(
RING_INFO* ring, int16_t type, INVENTORY_ITEM** list, int16_t qty,
int16_t current, IMOTION_INFO* imo);
void Inv_RingGetView(RING_INFO* a1, PHD_3DPOS* viewer);
void Inv_RingLight(RING_INFO* ring);
void Inv_RingCalcAdders(RING_INFO* ring, int16_t rotation_duration);
void Inv_RingDoMotions(RING_INFO* ring);
void Inv_RingRotateLeft(RING_INFO* ring);
void Inv_RingRotateRight(RING_INFO* ring);
RING_INFO *ring, int16_t type, INVENTORY_ITEM **list, int16_t qty,
int16_t current, IMOTION_INFO *imo);
void Inv_RingGetView(RING_INFO *a1, PHD_3DPOS *viewer);
void Inv_RingLight(RING_INFO *ring);
void Inv_RingCalcAdders(RING_INFO *ring, int16_t rotation_duration);
void Inv_RingDoMotions(RING_INFO *ring);
void Inv_RingRotateLeft(RING_INFO *ring);
void Inv_RingRotateRight(RING_INFO *ring);
void Inv_RingMotionInit(
RING_INFO* ring, int16_t frames, int16_t status, int16_t status_target);
RING_INFO *ring, int16_t frames, int16_t status, int16_t status_target);
void Inv_RingMotionSetup(
RING_INFO* ring, int16_t status, int16_t status_target, int16_t frames);
void Inv_RingMotionRadius(RING_INFO* ring, int16_t target);
void Inv_RingMotionRotation(RING_INFO* ring, int16_t rotation, int16_t target);
void Inv_RingMotionCameraPos(RING_INFO* ring, int16_t target);
void Inv_RingMotionCameraPitch(RING_INFO* ring, int16_t target);
void Inv_RingMotionItemSelect(RING_INFO* ring, INVENTORY_ITEM* inv_item);
void Inv_RingMotionItemDeselect(RING_INFO* ring, INVENTORY_ITEM* inv_item);
RING_INFO *ring, int16_t status, int16_t status_target, int16_t frames);
void Inv_RingMotionRadius(RING_INFO *ring, int16_t target);
void Inv_RingMotionRotation(RING_INFO *ring, int16_t rotation, int16_t target);
void Inv_RingMotionCameraPos(RING_INFO *ring, int16_t target);
void Inv_RingMotionCameraPitch(RING_INFO *ring, int16_t target);
void Inv_RingMotionItemSelect(RING_INFO *ring, INVENTORY_ITEM *inv_item);
void Inv_RingMotionItemDeselect(RING_INFO *ring, INVENTORY_ITEM *inv_item);
void T1MInjectGameInvEntry();
void T1MInjectGameInvFunc();

View file

@ -145,7 +145,7 @@ int32_t Display_Inventory(int inv_mode)
PHD_ANGLE angle = 0;
for (int i = 0; i < ring.number_of_objects; i++) {
INVENTORY_ITEM* inv_item = ring.list[i];
INVENTORY_ITEM *inv_item = ring.list[i];
if (i == ring.current_object) {
for (int j = 0; j < InvNFrames; j++) {
@ -300,7 +300,7 @@ int32_t Display_Inventory(int inv_mode)
Item_Data = 0;
INVENTORY_ITEM* inv_item;
INVENTORY_ITEM *inv_item;
if (ring.type == RT_MAIN) {
InvMainCurrent = ring.current_object;
inv_item = InvMainList[ring.current_object];
@ -492,7 +492,7 @@ int32_t Display_Inventory(int inv_mode)
break;
case RNG_SELECTED: {
INVENTORY_ITEM* inv_item = ring.list[ring.current_object];
INVENTORY_ITEM *inv_item = ring.list[ring.current_object];
if (inv_item->object_number == O_PASSPORT_CLOSED) {
inv_item->object_number = O_PASSPORT_OPTION;
}
@ -562,7 +562,7 @@ int32_t Display_Inventory(int inv_mode)
break;
case RNG_CLOSING_ITEM: {
INVENTORY_ITEM* inv_item = ring.list[ring.current_object];
INVENTORY_ITEM *inv_item = ring.list[ring.current_object];
for (int j = 0; j < InvNFrames; j++) {
if (!AnimateInventoryItem(inv_item)) {
if (inv_item->object_number == O_PASSPORT_OPTION) {
@ -672,7 +672,7 @@ void Construct_Inventory()
}
for (int i = 0; i < InvMainObjects; i++) {
INVENTORY_ITEM* inv_item = InvMainList[i];
INVENTORY_ITEM *inv_item = InvMainList[i];
inv_item->drawn_meshes = inv_item->which_meshes;
if ((inv_item->object_number == O_MAP_OPTION) && CompassStatus) {
inv_item->current_frame = inv_item->open_frame;
@ -686,7 +686,7 @@ void Construct_Inventory()
}
for (int i = 0; i < InvOptionObjects; i++) {
INVENTORY_ITEM* inv_item = InvOptionList[i];
INVENTORY_ITEM *inv_item = InvOptionList[i];
inv_item->current_frame = 0;
inv_item->goal_frame = 0;
inv_item->anim_count = 0;
@ -698,7 +698,7 @@ void Construct_Inventory()
Item_Data = 0;
}
int32_t AnimateInventoryItem(INVENTORY_ITEM* inv_item)
int32_t AnimateInventoryItem(INVENTORY_ITEM *inv_item)
{
if (inv_item->current_frame == inv_item->goal_frame) {
SelectMeshes(inv_item);
@ -719,7 +719,7 @@ int32_t AnimateInventoryItem(INVENTORY_ITEM* inv_item)
return 1;
}
void SelectMeshes(INVENTORY_ITEM* inv_item)
void SelectMeshes(INVENTORY_ITEM *inv_item)
{
if (inv_item->object_number == O_PASSPORT_OPTION) {
if (inv_item->current_frame <= 14) {
@ -746,12 +746,12 @@ void SelectMeshes(INVENTORY_ITEM* inv_item)
}
}
void DrawInventoryItem(INVENTORY_ITEM* inv_item)
void DrawInventoryItem(INVENTORY_ITEM *inv_item)
{
phd_TranslateRel(0, inv_item->ytrans, inv_item->ztrans);
phd_RotYXZ(inv_item->y_rot, inv_item->x_rot, 0);
OBJECT_INFO* obj = &Objects[inv_item->object_number];
OBJECT_INFO *obj = &Objects[inv_item->object_number];
if (obj->nmeshes < 0) {
S_DrawSpriteRel(0, 0, 0, obj->mesh_index, 4096);
return;
@ -763,8 +763,8 @@ void DrawInventoryItem(INVENTORY_ITEM* inv_item)
int32_t sx = PhdCenterX + PhdMatrixPtr->_03 / zp;
int32_t sy = PhdCenterY + PhdMatrixPtr->_13 / zp;
INVENTORY_SPRITE** sprlist = inv_item->sprlist;
INVENTORY_SPRITE* spr;
INVENTORY_SPRITE **sprlist = inv_item->sprlist;
INVENTORY_SPRITE *spr;
while ((spr = *sprlist++)) {
if (zv < PhdNearZ || zv > PhdFarZ) {
break;
@ -800,7 +800,7 @@ void DrawInventoryItem(INVENTORY_ITEM* inv_item)
}
}
int16_t* frame =
int16_t *frame =
&obj->frame_base[inv_item->current_frame * (obj->nmeshes * 2 + 10)];
phd_PushMatrix();
@ -809,12 +809,12 @@ void DrawInventoryItem(INVENTORY_ITEM* inv_item)
if (clip) {
phd_TranslateRel(
frame[FRAME_POS_X], frame[FRAME_POS_Y], frame[FRAME_POS_Z]);
int32_t* packed_rotation = (int32_t*)(frame + FRAME_ROT);
int32_t *packed_rotation = (int32_t *)(frame + FRAME_ROT);
phd_RotYXZpack(*packed_rotation++);
int32_t mesh_num = 1;
int32_t* bone = &AnimBones[obj->bone_index];
int32_t *bone = &AnimBones[obj->bone_index];
if (inv_item->drawn_meshes & mesh_num) {
phd_PutPolygons(Meshes[obj->mesh_index], clip);
}

View file

@ -22,7 +22,7 @@ void InitColours()
InvColours[IC_MAGENTA] = S_Colour(255, 0, 255);
}
void RingIsOpen(RING_INFO* ring)
void RingIsOpen(RING_INFO *ring)
{
if (InventoryMode == INV_TITLE_MODE) {
return;
@ -74,7 +74,7 @@ void RingIsOpen(RING_INFO* ring)
}
}
void RingIsNotOpen(RING_INFO* ring)
void RingIsNotOpen(RING_INFO *ring)
{
if (!InvRingText) {
return;
@ -97,7 +97,7 @@ void RingIsNotOpen(RING_INFO* ring)
}
}
void RingNotActive(INVENTORY_ITEM* inv_item)
void RingNotActive(INVENTORY_ITEM *inv_item)
{
if (!InvItemText[IT_NAME]) {
switch (inv_item->object_number) {
@ -156,7 +156,8 @@ void RingNotActive(INVENTORY_ITEM* inv_item)
default:
// XXX: terrible hack
InvItemText[IT_NAME] = T_Print(0, -16, 0, (char*)inv_item->item_id);
InvItemText[IT_NAME] =
T_Print(0, -16, 0, (char *)inv_item->item_id);
break;
}
@ -294,7 +295,7 @@ int32_t Inv_AddItem(int32_t item_num)
int32_t item_num_option = Inv_GetItemOption(item_num);
for (int i = 0; i < InvMainObjects; i++) {
INVENTORY_ITEM* inv_item = InvMainList[i];
INVENTORY_ITEM *inv_item = InvMainList[i];
if (inv_item->object_number == item_num_option) {
InvMainQtys[i]++;
return 1;
@ -302,7 +303,7 @@ int32_t Inv_AddItem(int32_t item_num)
}
for (int i = 0; i < InvKeysObjects; i++) {
INVENTORY_ITEM* inv_item = InvKeysList[i];
INVENTORY_ITEM *inv_item = InvKeysList[i];
if (inv_item->object_number == item_num_option) {
InvKeysQtys[i]++;
return 1;
@ -450,7 +451,7 @@ int32_t Inv_AddItem(int32_t item_num)
return 0;
}
void Inv_InsertItem(INVENTORY_ITEM* inv_item)
void Inv_InsertItem(INVENTORY_ITEM *inv_item)
{
int n;
@ -668,8 +669,8 @@ void RemoveInventoryText()
}
void Inv_RingInit(
RING_INFO* ring, int16_t type, INVENTORY_ITEM** list, int16_t qty,
int16_t current, IMOTION_INFO* imo)
RING_INFO *ring, int16_t type, INVENTORY_ITEM **list, int16_t qty,
int16_t current, IMOTION_INFO *imo)
{
ring->type = type;
ring->radius = 0;
@ -718,7 +719,7 @@ void Inv_RingInit(
ring->light.z = 1024;
}
void Inv_RingGetView(RING_INFO* ring, PHD_3DPOS* viewer)
void Inv_RingGetView(RING_INFO *ring, PHD_3DPOS *viewer)
{
PHD_ANGLE angles[2];
@ -733,7 +734,7 @@ void Inv_RingGetView(RING_INFO* ring, PHD_3DPOS* viewer)
viewer->z_rot = 0;
}
void Inv_RingLight(RING_INFO* ring)
void Inv_RingLight(RING_INFO *ring)
{
PHD_ANGLE angles[2];
LsDivider = 0x6000;
@ -741,16 +742,16 @@ void Inv_RingLight(RING_INFO* ring)
phd_RotateLight(angles[1], angles[0]);
}
void Inv_RingCalcAdders(RING_INFO* ring, int16_t rotation_duration)
void Inv_RingCalcAdders(RING_INFO *ring, int16_t rotation_duration)
{
ring->angle_adder = 0x10000 / ring->number_of_objects;
ring->rot_adder_l = ring->angle_adder / rotation_duration;
ring->rot_adder_r = -ring->rot_adder_l;
}
void Inv_RingDoMotions(RING_INFO* ring)
void Inv_RingDoMotions(RING_INFO *ring)
{
IMOTION_INFO* imo = ring->imo;
IMOTION_INFO *imo = ring->imo;
if (imo->count) {
ring->radius += imo->radius_rate;
@ -758,7 +759,7 @@ void Inv_RingDoMotions(RING_INFO* ring)
ring->ringpos.y_rot += imo->rotate_rate;
ring->camera_pitch += imo->camera_pitch_rate;
INVENTORY_ITEM* inv_item = ring->list[ring->current_object];
INVENTORY_ITEM *inv_item = ring->list[ring->current_object];
inv_item->pt_xrot += imo->item_ptxrot_rate;
inv_item->x_rot += imo->item_xrot_rate;
inv_item->ytrans += imo->item_ytrans_rate;
@ -814,7 +815,7 @@ void Inv_RingDoMotions(RING_INFO* ring)
}
}
void Inv_RingRotateLeft(RING_INFO* ring)
void Inv_RingRotateLeft(RING_INFO *ring)
{
ring->rotating = 1;
ring->target_object = ring->current_object - 1;
@ -825,7 +826,7 @@ void Inv_RingRotateLeft(RING_INFO* ring)
ring->rot_adder = ring->rot_adder_l;
}
void Inv_RingRotateRight(RING_INFO* ring)
void Inv_RingRotateRight(RING_INFO *ring)
{
ring->rotating = 1;
ring->target_object = ring->current_object + 1;
@ -837,7 +838,7 @@ void Inv_RingRotateRight(RING_INFO* ring)
}
void Inv_RingMotionInit(
RING_INFO* ring, int16_t frames, int16_t status, int16_t status_target)
RING_INFO *ring, int16_t frames, int16_t status, int16_t status_target)
{
ring->imo->status_target = status_target;
ring->imo->count = frames;
@ -862,9 +863,9 @@ void Inv_RingMotionInit(
}
void Inv_RingMotionSetup(
RING_INFO* ring, int16_t status, int16_t status_target, int16_t frames)
RING_INFO *ring, int16_t status, int16_t status_target, int16_t frames)
{
IMOTION_INFO* imo = ring->imo;
IMOTION_INFO *imo = ring->imo;
imo->count = frames;
imo->status = status;
imo->status_target = status_target;
@ -872,37 +873,37 @@ void Inv_RingMotionSetup(
imo->camera_yrate = 0;
}
void Inv_RingMotionRadius(RING_INFO* ring, int16_t target)
void Inv_RingMotionRadius(RING_INFO *ring, int16_t target)
{
IMOTION_INFO* imo = ring->imo;
IMOTION_INFO *imo = ring->imo;
imo->radius_target = target;
imo->radius_rate = (target - ring->radius) / imo->count;
}
void Inv_RingMotionRotation(RING_INFO* ring, int16_t rotation, int16_t target)
void Inv_RingMotionRotation(RING_INFO *ring, int16_t rotation, int16_t target)
{
IMOTION_INFO* imo = ring->imo;
IMOTION_INFO *imo = ring->imo;
imo->rotate_target = target;
imo->rotate_rate = rotation / imo->count;
}
void Inv_RingMotionCameraPos(RING_INFO* ring, int16_t target)
void Inv_RingMotionCameraPos(RING_INFO *ring, int16_t target)
{
IMOTION_INFO* imo = ring->imo;
IMOTION_INFO *imo = ring->imo;
imo->camera_ytarget = target;
imo->camera_yrate = (target - ring->camera.y) / imo->count;
}
void Inv_RingMotionCameraPitch(RING_INFO* ring, int16_t target)
void Inv_RingMotionCameraPitch(RING_INFO *ring, int16_t target)
{
IMOTION_INFO* imo = ring->imo;
IMOTION_INFO *imo = ring->imo;
imo->camera_pitch_target = target;
imo->camera_pitch_rate = target / imo->count;
}
void Inv_RingMotionItemSelect(RING_INFO* ring, INVENTORY_ITEM* inv_item)
void Inv_RingMotionItemSelect(RING_INFO *ring, INVENTORY_ITEM *inv_item)
{
IMOTION_INFO* imo = ring->imo;
IMOTION_INFO *imo = ring->imo;
imo->item_ptxrot_target = inv_item->pt_xrot_sel;
imo->item_ptxrot_rate = inv_item->pt_xrot_sel / imo->count;
imo->item_xrot_target = inv_item->x_rot_sel;
@ -913,9 +914,9 @@ void Inv_RingMotionItemSelect(RING_INFO* ring, INVENTORY_ITEM* inv_item)
imo->item_ztrans_rate = inv_item->ztrans_sel / imo->count;
}
void Inv_RingMotionItemDeselect(RING_INFO* ring, INVENTORY_ITEM* inv_item)
void Inv_RingMotionItemDeselect(RING_INFO *ring, INVENTORY_ITEM *inv_item)
{
IMOTION_INFO* imo = ring->imo;
IMOTION_INFO *imo = ring->imo;
imo->item_ptxrot_target = 0;
imo->item_ptxrot_rate = -inv_item->pt_xrot_sel / imo->count;
imo->item_xrot_target = 0;

View file

@ -16,8 +16,8 @@ void InitialiseItemArray(int32_t num_items)
void KillItem(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ROOM_INFO* r = &RoomInfo[item->room_number];
ITEM_INFO *item = &Items[item_num];
ROOM_INFO *r = &RoomInfo[item->room_number];
int16_t linknum = NextItemActive;
if (linknum == item_num) {
@ -67,8 +67,8 @@ int16_t CreateItem()
void InitialiseItem(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
OBJECT_INFO* object = &Objects[item->object_number];
ITEM_INFO *item = &Items[item_num];
OBJECT_INFO *object = &Objects[item->object_number];
item->anim_number = object->anim_index;
item->frame_number = Anims[item->anim_number].frame_base;
@ -103,12 +103,12 @@ void InitialiseItem(int16_t item_num)
item->status = IS_ACTIVE;
}
ROOM_INFO* r = &RoomInfo[item->room_number];
ROOM_INFO *r = &RoomInfo[item->room_number];
item->next_item = r->item_number;
r->item_number = item_num;
int32_t x_floor = (item->pos.z - r->z) >> WALL_SHIFT;
int32_t y_floor = (item->pos.x - r->x) >> WALL_SHIFT;
FLOOR_INFO* floor = &r->floor[x_floor + y_floor * r->x_size];
FLOOR_INFO *floor = &r->floor[x_floor + y_floor * r->x_size];
item->floor = floor->floor << 8;
if (SaveGame[0].bonus_flag) {
@ -143,8 +143,8 @@ void RemoveActiveItem(int16_t item_num)
void RemoveDrawnItem(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ROOM_INFO* r = &RoomInfo[item->room_number];
ITEM_INFO *item = &Items[item_num];
ROOM_INFO *r = &RoomInfo[item->room_number];
int16_t linknum = r->item_number;
if (linknum == item_num) {
@ -161,7 +161,7 @@ void RemoveDrawnItem(int16_t item_num)
void AddActiveItem(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!Objects[item->object_number].control) {
item->status = IS_NOT_ACTIVE;
@ -182,8 +182,8 @@ void AddActiveItem(int16_t item_num)
void ItemNewRoom(int16_t item_num, int16_t room_num)
{
ITEM_INFO* item = &Items[item_num];
ROOM_INFO* r = &RoomInfo[item->room_number];
ITEM_INFO *item = &Items[item_num];
ROOM_INFO *r = &RoomInfo[item->room_number];
int16_t linknum = r->item_number;
if (linknum == item_num) {
@ -203,11 +203,11 @@ void ItemNewRoom(int16_t item_num, int16_t room_num)
r->item_number = item_num;
}
int16_t SpawnItem(ITEM_INFO* item, int16_t object_num)
int16_t SpawnItem(ITEM_INFO *item, int16_t object_num)
{
int16_t spawn_num = CreateItem();
if (spawn_num != NO_ITEM) {
ITEM_INFO* spawn = &Items[spawn_num];
ITEM_INFO *spawn = &Items[spawn_num];
spawn->object_number = object_num;
spawn->room_number = item->room_number;
spawn->pos = item->pos;
@ -222,7 +222,7 @@ int32_t GlobalItemReplace(int32_t src_object_num, int32_t dst_object_num)
{
int32_t changed = 0;
for (int i = 0; i < RoomCount; i++) {
ROOM_INFO* r = &RoomInfo[i];
ROOM_INFO *r = &RoomInfo[i];
for (int16_t item_num = r->item_number; item_num != NO_ITEM;
item_num = Items[item_num].next_item) {
if (Items[item_num].object_number == src_object_num) {
@ -251,10 +251,10 @@ int16_t CreateEffect(int16_t room_num)
return fx_num;
}
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
NextFxFree = fx->next_fx;
ROOM_INFO* r = &RoomInfo[room_num];
ROOM_INFO *r = &RoomInfo[room_num];
fx->room_number = room_num;
fx->next_fx = r->fx_number;
r->fx_number = fx_num;
@ -267,7 +267,7 @@ int16_t CreateEffect(int16_t room_num)
void KillEffect(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
int16_t linknum = NextFxActive;
if (linknum == fx_num) {
@ -281,7 +281,7 @@ void KillEffect(int16_t fx_num)
}
}
ROOM_INFO* r = &RoomInfo[fx->room_number];
ROOM_INFO *r = &RoomInfo[fx->room_number];
linknum = r->fx_number;
if (linknum == fx_num) {
r->fx_number = fx->next_fx;
@ -300,8 +300,8 @@ void KillEffect(int16_t fx_num)
void EffectNewRoom(int16_t fx_num, int16_t room_num)
{
FX_INFO* fx = &Effects[fx_num];
ROOM_INFO* r = &RoomInfo[fx->room_number];
FX_INFO *fx = &Effects[fx_num];
ROOM_INFO *r = &RoomInfo[fx->room_number];
int16_t linknum = r->fx_number;
if (linknum == fx_num) {

View file

@ -12,7 +12,7 @@ void RemoveActiveItem(int16_t item_num);
void RemoveDrawnItem(int16_t item_num);
void AddActiveItem(int16_t item_num);
void ItemNewRoom(int16_t item_num, int16_t room_num);
int16_t SpawnItem(ITEM_INFO* item, int16_t object_num);
int16_t SpawnItem(ITEM_INFO *item, int16_t object_num);
int32_t GlobalItemReplace(int32_t src_object_num, int32_t dst_object_num);
void InitialiseFXArray();
int16_t CreateEffect(int16_t room_num);

View file

@ -71,7 +71,7 @@ void ResetLook()
}
#endif
void LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll)
void LaraAboveWater(ITEM_INFO *item, COLL_INFO *coll)
{
coll->old.x = item->pos.x;
coll->old.y = item->pos.y;
@ -141,7 +141,7 @@ void LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll)
TestTriggers(coll->trigger, 0);
}
void LaraAsWalk(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsWalk(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_STOP;
@ -188,7 +188,7 @@ void LaraAsWalk(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsRun(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsRun(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_DEATH;
@ -236,7 +236,7 @@ void LaraAsRun(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsStop(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsStop(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_DEATH;
@ -318,7 +318,7 @@ void LaraAsStop(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsForwardJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsForwardJump(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->goal_anim_state == AS_SWANDIVE
|| item->goal_anim_state == AS_REACH) {
@ -349,11 +349,11 @@ void LaraAsForwardJump(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsPose(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsPose(ITEM_INFO *item, COLL_INFO *coll)
{
}
void LaraAsFastBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsFastBack(ITEM_INFO *item, COLL_INFO *coll)
{
item->goal_anim_state = AS_STOP;
if (Input & IN_LEFT) {
@ -369,7 +369,7 @@ void LaraAsFastBack(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsTurnR(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsTurnR(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_STOP;
@ -412,7 +412,7 @@ void LaraAsTurnR(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsTurnL(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsTurnL(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_STOP;
@ -455,13 +455,13 @@ void LaraAsTurnL(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsDeath(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsDeath(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
}
void LaraAsFastFall(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsFastFall(ITEM_INFO *item, COLL_INFO *coll)
{
item->speed = (item->speed * 95) / 100;
if (item->fall_speed >= DAMAGE_START + DAMAGE_LENGTH) {
@ -469,7 +469,7 @@ void LaraAsFastFall(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsHang(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsHang(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -482,7 +482,7 @@ void LaraAsHang(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsReach(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsReach(ITEM_INFO *item, COLL_INFO *coll)
{
Camera.target_angle = 85 * PHD_DEGREE;
if (item->fall_speed > LARA_FASTFALL_SPEED) {
@ -490,15 +490,15 @@ void LaraAsReach(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsSplat(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSplat(ITEM_INFO *item, COLL_INFO *coll)
{
}
void LaraAsLand(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsLand(ITEM_INFO *item, COLL_INFO *coll)
{
}
void LaraAsCompress(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsCompress(ITEM_INFO *item, COLL_INFO *coll)
{
if ((Input & IN_FORWARD)
&& LaraFloorFront(item, item->pos.y_rot, 256) >= -STEPUP_HEIGHT) {
@ -529,7 +529,7 @@ void LaraAsCompress(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsBack(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_STOP;
@ -572,7 +572,7 @@ void LaraAsBack(ITEM_INFO* item, COLL_INFO* coll)
#endif
}
void LaraAsFastTurn(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsFastTurn(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_STOP;
@ -606,7 +606,7 @@ void LaraAsFastTurn(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsStepRight(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsStepRight(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_STOP;
@ -636,7 +636,7 @@ void LaraAsStepRight(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsStepLeft(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsStepLeft(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_STOP;
@ -666,7 +666,7 @@ void LaraAsStepLeft(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsSlide(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSlide(ITEM_INFO *item, COLL_INFO *coll)
{
Camera.flags = NO_CHUNKY;
Camera.target_elevation = -45 * PHD_DEGREE;
@ -675,7 +675,7 @@ void LaraAsSlide(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsBackJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsBackJump(ITEM_INFO *item, COLL_INFO *coll)
{
Camera.target_angle = PHD_DEGREE * 135;
if (item->fall_speed > LARA_FASTFALL_SPEED) {
@ -683,28 +683,28 @@ void LaraAsBackJump(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsRightJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsRightJump(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->fall_speed > LARA_FASTFALL_SPEED) {
item->goal_anim_state = AS_FASTFALL;
}
}
void LaraAsLeftJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsLeftJump(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->fall_speed > LARA_FASTFALL_SPEED) {
item->goal_anim_state = AS_FASTFALL;
}
}
void LaraAsUpJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsUpJump(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->fall_speed > LARA_FASTFALL_SPEED) {
item->goal_anim_state = AS_FASTFALL;
}
}
void LaraAsFallBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsFallBack(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->fall_speed > LARA_FASTFALL_SPEED) {
item->goal_anim_state = AS_FASTFALL;
@ -714,7 +714,7 @@ void LaraAsFallBack(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsHangLeft(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsHangLeft(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -725,7 +725,7 @@ void LaraAsHangLeft(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsHangRight(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsHangRight(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -736,14 +736,14 @@ void LaraAsHangRight(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsSlideBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSlideBack(ITEM_INFO *item, COLL_INFO *coll)
{
if (Input & IN_JUMP) {
item->goal_anim_state = AS_BACKJUMP;
}
}
void LaraAsPushBlock(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsPushBlock(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -752,7 +752,7 @@ void LaraAsPushBlock(ITEM_INFO* item, COLL_INFO* coll)
Camera.target_elevation = -25 * PHD_DEGREE;
}
void LaraAsPullBlock(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsPullBlock(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -761,7 +761,7 @@ void LaraAsPullBlock(ITEM_INFO* item, COLL_INFO* coll)
Camera.target_elevation = -25 * PHD_DEGREE;
}
void LaraAsPPReady(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsPPReady(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -771,7 +771,7 @@ void LaraAsPPReady(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsPickup(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsPickup(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -780,7 +780,7 @@ void LaraAsPickup(ITEM_INFO* item, COLL_INFO* coll)
Camera.target_distance = WALL_L;
}
void LaraAsSwitchOn(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSwitchOn(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -789,7 +789,7 @@ void LaraAsSwitchOn(ITEM_INFO* item, COLL_INFO* coll)
Camera.target_distance = WALL_L;
}
void LaraAsSwitchOff(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSwitchOff(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -798,7 +798,7 @@ void LaraAsSwitchOff(ITEM_INFO* item, COLL_INFO* coll)
Camera.target_distance = WALL_L;
}
void LaraAsUseKey(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsUseKey(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -807,7 +807,7 @@ void LaraAsUseKey(ITEM_INFO* item, COLL_INFO* coll)
Camera.target_distance = WALL_L;
}
void LaraAsUsePuzzle(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsUsePuzzle(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
@ -816,29 +816,29 @@ void LaraAsUsePuzzle(ITEM_INFO* item, COLL_INFO* coll)
Camera.target_distance = WALL_L;
}
void LaraAsRoll(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsRoll(ITEM_INFO *item, COLL_INFO *coll)
{
}
void LaraAsRoll2(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsRoll2(ITEM_INFO *item, COLL_INFO *coll)
{
}
void LaraAsSpecial(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSpecial(ITEM_INFO *item, COLL_INFO *coll)
{
Camera.flags = FOLLOW_CENTRE;
Camera.target_angle = 170 * PHD_DEGREE;
Camera.target_elevation = -25 * PHD_DEGREE;
}
void LaraAsUseMidas(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsUseMidas(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
ItemSparkle(item, (1 << LM_HAND_L) | (1 << LM_HAND_R));
}
void LaraAsDieMidas(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsDieMidas(ITEM_INFO *item, COLL_INFO *coll)
{
item->gravity_status = 0;
coll->enable_spaz = 0;
@ -934,7 +934,7 @@ void LaraAsDieMidas(ITEM_INFO* item, COLL_INFO* coll)
ItemSparkle(item, Lara.mesh_effects);
}
void LaraAsSwanDive(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSwanDive(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 1;
@ -943,33 +943,33 @@ void LaraAsSwanDive(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsFastDive(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsFastDive(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 1;
item->speed = (item->speed * 95) / 100;
}
void LaraAsNull(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsNull(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
}
void LaraAsGymnast(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsGymnast(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
}
void LaraAsWaterOut(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsWaterOut(ITEM_INFO *item, COLL_INFO *coll)
{
coll->enable_spaz = 0;
coll->enable_baddie_push = 0;
Camera.flags = FOLLOW_CENTRE;
}
void LaraColWalk(ITEM_INFO* item, COLL_INFO* coll)
void LaraColWalk(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
item->gravity_status = 0;
@ -1041,7 +1041,7 @@ void LaraColWalk(ITEM_INFO* item, COLL_INFO* coll)
item->pos.y += coll->mid_floor;
}
void LaraColRun(ITEM_INFO* item, COLL_INFO* coll)
void LaraColRun(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
coll->bad_pos = NO_BAD_POS;
@ -1109,7 +1109,7 @@ void LaraColRun(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColStop(ITEM_INFO* item, COLL_INFO* coll)
void LaraColStop(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
item->gravity_status = 0;
@ -1143,7 +1143,7 @@ void LaraColStop(ITEM_INFO* item, COLL_INFO* coll)
item->pos.y += coll->mid_floor;
}
void LaraColForwardJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraColForwardJump(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
coll->bad_pos = NO_BAD_POS;
@ -1169,12 +1169,12 @@ void LaraColForwardJump(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColPose(ITEM_INFO* item, COLL_INFO* coll)
void LaraColPose(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColStop(item, coll);
}
void LaraColFastBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraColFastBack(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_180;
item->gravity_status = 0;
@ -1208,7 +1208,7 @@ void LaraColFastBack(ITEM_INFO* item, COLL_INFO* coll)
item->pos.y += coll->mid_floor;
}
void LaraColTurnR(ITEM_INFO* item, COLL_INFO* coll)
void LaraColTurnR(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
item->gravity_status = 0;
@ -1237,12 +1237,12 @@ void LaraColTurnR(ITEM_INFO* item, COLL_INFO* coll)
item->pos.y += coll->mid_floor;
}
void LaraColTurnL(ITEM_INFO* item, COLL_INFO* coll)
void LaraColTurnL(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColTurnR(item, coll);
}
void LaraColDeath(ITEM_INFO* item, COLL_INFO* coll)
void LaraColDeath(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
coll->bad_pos = STEPUP_HEIGHT;
@ -1257,7 +1257,7 @@ void LaraColDeath(ITEM_INFO* item, COLL_INFO* coll)
Lara.air = -1;
}
void LaraColFastFall(ITEM_INFO* item, COLL_INFO* coll)
void LaraColFastFall(ITEM_INFO *item, COLL_INFO *coll)
{
item->gravity_status = 1;
coll->bad_pos = NO_BAD_POS;
@ -1282,7 +1282,7 @@ void LaraColFastFall(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColHang(ITEM_INFO* item, COLL_INFO* coll)
void LaraColHang(ITEM_INFO *item, COLL_INFO *coll)
{
LaraHangTest(item, coll);
if (item->goal_anim_state == AS_HANG && (Input & IN_FORWARD)) {
@ -1300,7 +1300,7 @@ void LaraColHang(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColReach(ITEM_INFO* item, COLL_INFO* coll)
void LaraColReach(ITEM_INFO *item, COLL_INFO *coll)
{
item->gravity_status = 1;
Lara.move_angle = item->pos.y_rot;
@ -1326,7 +1326,7 @@ void LaraColReach(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColSplat(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSplat(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
coll->bad_pos = STEPUP_HEIGHT;
@ -1338,12 +1338,12 @@ void LaraColSplat(ITEM_INFO* item, COLL_INFO* coll)
ShiftItem(item, coll);
}
void LaraColLand(ITEM_INFO* item, COLL_INFO* coll)
void LaraColLand(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColStop(item, coll);
}
void LaraColCompress(ITEM_INFO* item, COLL_INFO* coll)
void LaraColCompress(ITEM_INFO *item, COLL_INFO *coll)
{
item->gravity_status = 0;
item->fall_speed = 0;
@ -1366,7 +1366,7 @@ void LaraColCompress(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraColBack(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_180;
item->gravity_status = 0;
@ -1404,17 +1404,17 @@ void LaraColBack(ITEM_INFO* item, COLL_INFO* coll)
item->pos.y += coll->mid_floor;
}
void LaraColNull(ITEM_INFO* item, COLL_INFO* coll)
void LaraColNull(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColFastTurn(ITEM_INFO* item, COLL_INFO* coll)
void LaraColFastTurn(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColStop(item, coll);
}
void LaraColStepRight(ITEM_INFO* item, COLL_INFO* coll)
void LaraColStepRight(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot + PHD_90;
item->gravity_status = 0;
@ -1442,7 +1442,7 @@ void LaraColStepRight(ITEM_INFO* item, COLL_INFO* coll)
item->pos.y += coll->mid_floor;
}
void LaraColStepLeft(ITEM_INFO* item, COLL_INFO* coll)
void LaraColStepLeft(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_90;
item->gravity_status = 0;
@ -1470,31 +1470,31 @@ void LaraColStepLeft(ITEM_INFO* item, COLL_INFO* coll)
item->pos.y += coll->mid_floor;
}
void LaraColSlide(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSlide(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
LaraSlideSlope(item, coll);
}
void LaraColBackJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraColBackJump(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_180;
LaraColJumper(item, coll);
}
void LaraColRightJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraColRightJump(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot + PHD_90;
LaraColJumper(item, coll);
}
void LaraColLeftJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraColLeftJump(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_90;
LaraColJumper(item, coll);
}
void LaraColUpJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraColUpJump(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
coll->bad_pos = NO_BAD_POS;
@ -1522,7 +1522,7 @@ void LaraColUpJump(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColFallBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraColFallBack(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_180;
coll->bad_pos = NO_BAD_POS;
@ -1544,27 +1544,27 @@ void LaraColFallBack(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColHangLeft(ITEM_INFO* item, COLL_INFO* coll)
void LaraColHangLeft(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_90;
LaraHangTest(item, coll);
Lara.move_angle = item->pos.y_rot - PHD_90;
}
void LaraColHangRight(ITEM_INFO* item, COLL_INFO* coll)
void LaraColHangRight(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot + PHD_90;
LaraHangTest(item, coll);
Lara.move_angle = item->pos.y_rot + PHD_90;
}
void LaraColSlideBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSlideBack(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_180;
LaraSlideSlope(item, coll);
}
void LaraColDefault(ITEM_INFO* item, COLL_INFO* coll)
void LaraColDefault(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
coll->bad_pos = STEPUP_HEIGHT;
@ -1575,47 +1575,47 @@ void LaraColDefault(ITEM_INFO* item, COLL_INFO* coll)
GetLaraCollisionInfo(item, coll);
}
void LaraColPushBlock(ITEM_INFO* item, COLL_INFO* coll)
void LaraColPushBlock(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColPullBlock(ITEM_INFO* item, COLL_INFO* coll)
void LaraColPullBlock(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColPPReady(ITEM_INFO* item, COLL_INFO* coll)
void LaraColPPReady(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColPickup(ITEM_INFO* item, COLL_INFO* coll)
void LaraColPickup(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColSwitchOn(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSwitchOn(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColSwitchOff(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSwitchOff(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColUseKey(ITEM_INFO* item, COLL_INFO* coll)
void LaraColUseKey(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColUsePuzzle(ITEM_INFO* item, COLL_INFO* coll)
void LaraColUsePuzzle(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColRoll(ITEM_INFO* item, COLL_INFO* coll)
void LaraColRoll(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
item->gravity_status = 0;
@ -1648,7 +1648,7 @@ void LaraColRoll(ITEM_INFO* item, COLL_INFO* coll)
item->pos.y += coll->mid_floor;
}
void LaraColRoll2(ITEM_INFO* item, COLL_INFO* coll)
void LaraColRoll2(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_180;
item->gravity_status = 0;
@ -1681,21 +1681,21 @@ void LaraColRoll2(ITEM_INFO* item, COLL_INFO* coll)
item->pos.y += coll->mid_floor;
}
void LaraColSpecial(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSpecial(ITEM_INFO *item, COLL_INFO *coll)
{
}
void LaraColUseMidas(ITEM_INFO* item, COLL_INFO* coll)
void LaraColUseMidas(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColDieMidas(ITEM_INFO* item, COLL_INFO* coll)
void LaraColDieMidas(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColSwanDive(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSwanDive(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
coll->bad_pos = NO_BAD_POS;
@ -1713,7 +1713,7 @@ void LaraColSwanDive(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColFastDive(ITEM_INFO* item, COLL_INFO* coll)
void LaraColFastDive(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
coll->bad_pos = NO_BAD_POS;
@ -1735,17 +1735,17 @@ void LaraColFastDive(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColGymnast(ITEM_INFO* item, COLL_INFO* coll)
void LaraColGymnast(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColWaterOut(ITEM_INFO* item, COLL_INFO* coll)
void LaraColWaterOut(ITEM_INFO *item, COLL_INFO *coll)
{
LaraColDefault(item, coll);
}
void LaraColJumper(ITEM_INFO* item, COLL_INFO* coll)
void LaraColJumper(ITEM_INFO *item, COLL_INFO *coll)
{
coll->bad_pos = NO_BAD_POS;
coll->bad_neg = -STEPUP_HEIGHT;
@ -1766,7 +1766,7 @@ void LaraColJumper(ITEM_INFO* item, COLL_INFO* coll)
}
}
void GetLaraCollisionInfo(ITEM_INFO* item, COLL_INFO* coll)
void GetLaraCollisionInfo(ITEM_INFO *item, COLL_INFO *coll)
{
coll->facing = Lara.move_angle;
GetCollisionInfo(
@ -1774,7 +1774,7 @@ void GetLaraCollisionInfo(ITEM_INFO* item, COLL_INFO* coll)
LARA_HITE);
}
void LaraSlideSlope(ITEM_INFO* item, COLL_INFO* coll)
void LaraSlideSlope(ITEM_INFO *item, COLL_INFO *coll)
{
coll->bad_pos = NO_BAD_POS;
coll->bad_neg = -512;
@ -1812,7 +1812,7 @@ void LaraSlideSlope(ITEM_INFO* item, COLL_INFO* coll)
}
}
int32_t LaraHitCeiling(ITEM_INFO* item, COLL_INFO* coll)
int32_t LaraHitCeiling(ITEM_INFO *item, COLL_INFO *coll)
{
if (coll->coll_type == COLL_TOP || coll->coll_type == COLL_CLAMP) {
item->pos.x = coll->old.x;
@ -1830,10 +1830,10 @@ int32_t LaraHitCeiling(ITEM_INFO* item, COLL_INFO* coll)
return 0;
}
void LaraHangTest(ITEM_INFO* item, COLL_INFO* coll)
void LaraHangTest(ITEM_INFO *item, COLL_INFO *coll)
{
int flag = 0;
int16_t* bounds;
int16_t *bounds;
coll->bad_pos = NO_BAD_POS;
coll->bad_neg = NO_BAD_NEG;
@ -1921,7 +1921,7 @@ void LaraHangTest(ITEM_INFO* item, COLL_INFO* coll)
}
}
int32_t LaraDeflectEdge(ITEM_INFO* item, COLL_INFO* coll)
int32_t LaraDeflectEdge(ITEM_INFO *item, COLL_INFO *coll)
{
if (coll->coll_type == COLL_FRONT || coll->coll_type == COLL_TOPFRONT) {
ShiftItem(item, coll);
@ -1942,7 +1942,7 @@ int32_t LaraDeflectEdge(ITEM_INFO* item, COLL_INFO* coll)
return 0;
}
void LaraDeflectEdgeJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraDeflectEdgeJump(ITEM_INFO *item, COLL_INFO *coll)
{
ShiftItem(item, coll);
switch (coll->coll_type) {
@ -1985,7 +1985,7 @@ void LaraDeflectEdgeJump(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraSlideEdgeJump(ITEM_INFO* item, COLL_INFO* coll)
void LaraSlideEdgeJump(ITEM_INFO *item, COLL_INFO *coll)
{
ShiftItem(item, coll);
switch (coll->coll_type) {
@ -2016,7 +2016,7 @@ void LaraSlideEdgeJump(ITEM_INFO* item, COLL_INFO* coll)
}
}
int32_t TestLaraVault(ITEM_INFO* item, COLL_INFO* coll)
int32_t TestLaraVault(ITEM_INFO *item, COLL_INFO *coll)
{
if (coll->coll_type != COLL_FRONT || !(Input & IN_ACTION)
|| Lara.gun_status != LGS_ARMLESS
@ -2091,10 +2091,10 @@ int32_t TestLaraVault(ITEM_INFO* item, COLL_INFO* coll)
return 0;
}
int32_t LaraTestHangJump(ITEM_INFO* item, COLL_INFO* coll)
int32_t LaraTestHangJump(ITEM_INFO *item, COLL_INFO *coll)
{
int hdif;
int16_t* bounds;
int16_t *bounds;
if (coll->coll_type != COLL_FRONT || !(Input & IN_ACTION)
|| Lara.gun_status != LGS_ARMLESS
@ -2155,7 +2155,7 @@ int32_t LaraTestHangJump(ITEM_INFO* item, COLL_INFO* coll)
return 1;
}
int32_t TestHangSwingIn(ITEM_INFO* item, PHD_ANGLE angle)
int32_t TestHangSwingIn(ITEM_INFO *item, PHD_ANGLE angle)
{
int x = item->pos.x;
int y = item->pos.y;
@ -2176,7 +2176,7 @@ int32_t TestHangSwingIn(ITEM_INFO* item, PHD_ANGLE angle)
break;
}
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
int h = GetHeight(floor, x, y, z);
int c = GetCeiling(floor, x, y, z);
@ -2188,10 +2188,10 @@ int32_t TestHangSwingIn(ITEM_INFO* item, PHD_ANGLE angle)
return 0;
}
int32_t LaraTestHangJumpUp(ITEM_INFO* item, COLL_INFO* coll)
int32_t LaraTestHangJumpUp(ITEM_INFO *item, COLL_INFO *coll)
{
int hdif;
int16_t* bounds;
int16_t *bounds;
if (coll->coll_type != COLL_FRONT || !(Input & IN_ACTION)
|| Lara.gun_status != LGS_ARMLESS
@ -2245,7 +2245,7 @@ int32_t LaraTestHangJumpUp(ITEM_INFO* item, COLL_INFO* coll)
return 1;
}
int32_t TestLaraSlide(ITEM_INFO* item, COLL_INFO* coll)
int32_t TestLaraSlide(ITEM_INFO *item, COLL_INFO *coll)
{
static PHD_ANGLE old_angle = 1;
@ -2291,24 +2291,24 @@ int32_t TestLaraSlide(ITEM_INFO* item, COLL_INFO* coll)
return 1;
}
int16_t LaraFloorFront(ITEM_INFO* item, PHD_ANGLE ang, int32_t dist)
int16_t LaraFloorFront(ITEM_INFO *item, PHD_ANGLE ang, int32_t dist)
{
int32_t x = item->pos.x + ((phd_sin(ang) * dist) >> W2V_SHIFT);
int32_t y = item->pos.y - LARA_HITE;
int32_t z = item->pos.z + ((phd_cos(ang) * dist) >> W2V_SHIFT);
int16_t room_num = item->room_number;
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
int32_t height = GetHeight(floor, x, y, z);
if (height != NO_HEIGHT)
height -= item->pos.y;
return height;
}
int32_t LaraLandedBad(ITEM_INFO* item, COLL_INFO* coll)
int32_t LaraLandedBad(ITEM_INFO *item, COLL_INFO *coll)
{
int16_t room_num = item->room_number;
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
int oy = item->pos.y;

View file

@ -6,7 +6,7 @@
void LaraControl(int16_t item_num);
void LaraSwapMeshExtra();
void AnimateLara(ITEM_INFO* item);
void AnimateLara(ITEM_INFO *item);
void UseItem(int16_t object_num);
void ControlLaraExtra(int16_t item_num);
void InitialiseLaraLoad(int16_t item_num);
@ -14,158 +14,158 @@ void InitialiseLara();
void InitialiseLaraInventory(int32_t level_num);
void LaraInitialiseMeshes(int32_t level_num);
void LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll);
void LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll);
void LaraSurface(ITEM_INFO* item, COLL_INFO* coll);
void LaraAboveWater(ITEM_INFO *item, COLL_INFO *coll);
void LaraUnderWater(ITEM_INFO *item, COLL_INFO *coll);
void LaraSurface(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsWalk(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsRun(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsStop(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsForwardJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsPose(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsFastBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsTurnR(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsTurnL(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsDeath(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsFastFall(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsHang(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsReach(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSplat(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsTread(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsLand(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsCompress(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSwim(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsGlide(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsNull(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsFastTurn(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsStepRight(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsStepLeft(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsRoll2(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSlide(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsBackJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsRightJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsLeftJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsUpJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsFallBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsHangLeft(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsHangRight(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSlideBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSurfTread(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSurfSwim(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsDive(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsPushBlock(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsPullBlock(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsPPReady(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsPickup(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSwitchOn(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSwitchOff(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsUseKey(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsUsePuzzle(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsUWDeath(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsRoll(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSpecial(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSurfBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSurfLeft(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSurfRight(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsUseMidas(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsDieMidas(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsSwanDive(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsFastDive(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsGymnast(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsWaterOut(ITEM_INFO* item, COLL_INFO* coll);
void LaraAsWalk(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsRun(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsStop(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsForwardJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsPose(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsFastBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsTurnR(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsTurnL(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsDeath(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsFastFall(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsHang(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsReach(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSplat(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsTread(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsLand(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsCompress(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSwim(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsGlide(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsNull(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsFastTurn(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsStepRight(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsStepLeft(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsRoll2(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSlide(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsBackJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsRightJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsLeftJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsUpJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsFallBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsHangLeft(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsHangRight(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSlideBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSurfTread(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSurfSwim(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsDive(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsPushBlock(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsPullBlock(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsPPReady(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsPickup(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSwitchOn(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSwitchOff(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsUseKey(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsUsePuzzle(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsUWDeath(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsRoll(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSpecial(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSurfBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSurfLeft(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSurfRight(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsUseMidas(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsDieMidas(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsSwanDive(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsFastDive(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsGymnast(ITEM_INFO *item, COLL_INFO *coll);
void LaraAsWaterOut(ITEM_INFO *item, COLL_INFO *coll);
void LaraColWalk(ITEM_INFO* item, COLL_INFO* coll);
void LaraColRun(ITEM_INFO* item, COLL_INFO* coll);
void LaraColStop(ITEM_INFO* item, COLL_INFO* coll);
void LaraColForwardJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraColPose(ITEM_INFO* item, COLL_INFO* coll);
void LaraColFastBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraColTurnR(ITEM_INFO* item, COLL_INFO* coll);
void LaraColTurnL(ITEM_INFO* item, COLL_INFO* coll);
void LaraColDeath(ITEM_INFO* item, COLL_INFO* coll);
void LaraColFastFall(ITEM_INFO* item, COLL_INFO* coll);
void LaraColHang(ITEM_INFO* item, COLL_INFO* coll);
void LaraColReach(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSplat(ITEM_INFO* item, COLL_INFO* coll);
void LaraColTread(ITEM_INFO* item, COLL_INFO* coll);
void LaraColLand(ITEM_INFO* item, COLL_INFO* coll);
void LaraColCompress(ITEM_INFO* item, COLL_INFO* coll);
void LaraColBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSwim(ITEM_INFO* item, COLL_INFO* coll);
void LaraColGlide(ITEM_INFO* item, COLL_INFO* coll);
void LaraColNull(ITEM_INFO* item, COLL_INFO* coll);
void LaraColFastTurn(ITEM_INFO* item, COLL_INFO* coll);
void LaraColStepRight(ITEM_INFO* item, COLL_INFO* coll);
void LaraColStepLeft(ITEM_INFO* item, COLL_INFO* coll);
void LaraColRoll2(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSlide(ITEM_INFO* item, COLL_INFO* coll);
void LaraColBackJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraColRightJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraColLeftJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraColUpJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraColFallBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraColHangLeft(ITEM_INFO* item, COLL_INFO* coll);
void LaraColHangRight(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSlideBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSurfTread(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSurfSwim(ITEM_INFO* item, COLL_INFO* coll);
void LaraColDive(ITEM_INFO* item, COLL_INFO* coll);
void LaraColPushBlock(ITEM_INFO* item, COLL_INFO* coll);
void LaraColPullBlock(ITEM_INFO* item, COLL_INFO* coll);
void LaraColPPReady(ITEM_INFO* item, COLL_INFO* coll);
void LaraColPickup(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSwitchOn(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSwitchOff(ITEM_INFO* item, COLL_INFO* coll);
void LaraColUseKey(ITEM_INFO* item, COLL_INFO* coll);
void LaraColUsePuzzle(ITEM_INFO* item, COLL_INFO* coll);
void LaraColUWDeath(ITEM_INFO* item, COLL_INFO* coll);
void LaraColRoll(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSpecial(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSurfBack(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSurfLeft(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSurfRight(ITEM_INFO* item, COLL_INFO* coll);
void LaraColUseMidas(ITEM_INFO* item, COLL_INFO* coll);
void LaraColDieMidas(ITEM_INFO* item, COLL_INFO* coll);
void LaraColSwanDive(ITEM_INFO* item, COLL_INFO* coll);
void LaraColFastDive(ITEM_INFO* item, COLL_INFO* coll);
void LaraColGymnast(ITEM_INFO* item, COLL_INFO* coll);
void LaraColWaterOut(ITEM_INFO* item, COLL_INFO* coll);
void LaraColWalk(ITEM_INFO *item, COLL_INFO *coll);
void LaraColRun(ITEM_INFO *item, COLL_INFO *coll);
void LaraColStop(ITEM_INFO *item, COLL_INFO *coll);
void LaraColForwardJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraColPose(ITEM_INFO *item, COLL_INFO *coll);
void LaraColFastBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraColTurnR(ITEM_INFO *item, COLL_INFO *coll);
void LaraColTurnL(ITEM_INFO *item, COLL_INFO *coll);
void LaraColDeath(ITEM_INFO *item, COLL_INFO *coll);
void LaraColFastFall(ITEM_INFO *item, COLL_INFO *coll);
void LaraColHang(ITEM_INFO *item, COLL_INFO *coll);
void LaraColReach(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSplat(ITEM_INFO *item, COLL_INFO *coll);
void LaraColTread(ITEM_INFO *item, COLL_INFO *coll);
void LaraColLand(ITEM_INFO *item, COLL_INFO *coll);
void LaraColCompress(ITEM_INFO *item, COLL_INFO *coll);
void LaraColBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSwim(ITEM_INFO *item, COLL_INFO *coll);
void LaraColGlide(ITEM_INFO *item, COLL_INFO *coll);
void LaraColNull(ITEM_INFO *item, COLL_INFO *coll);
void LaraColFastTurn(ITEM_INFO *item, COLL_INFO *coll);
void LaraColStepRight(ITEM_INFO *item, COLL_INFO *coll);
void LaraColStepLeft(ITEM_INFO *item, COLL_INFO *coll);
void LaraColRoll2(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSlide(ITEM_INFO *item, COLL_INFO *coll);
void LaraColBackJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraColRightJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraColLeftJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraColUpJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraColFallBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraColHangLeft(ITEM_INFO *item, COLL_INFO *coll);
void LaraColHangRight(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSlideBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSurfTread(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSurfSwim(ITEM_INFO *item, COLL_INFO *coll);
void LaraColDive(ITEM_INFO *item, COLL_INFO *coll);
void LaraColPushBlock(ITEM_INFO *item, COLL_INFO *coll);
void LaraColPullBlock(ITEM_INFO *item, COLL_INFO *coll);
void LaraColPPReady(ITEM_INFO *item, COLL_INFO *coll);
void LaraColPickup(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSwitchOn(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSwitchOff(ITEM_INFO *item, COLL_INFO *coll);
void LaraColUseKey(ITEM_INFO *item, COLL_INFO *coll);
void LaraColUsePuzzle(ITEM_INFO *item, COLL_INFO *coll);
void LaraColUWDeath(ITEM_INFO *item, COLL_INFO *coll);
void LaraColRoll(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSpecial(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSurfBack(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSurfLeft(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSurfRight(ITEM_INFO *item, COLL_INFO *coll);
void LaraColUseMidas(ITEM_INFO *item, COLL_INFO *coll);
void LaraColDieMidas(ITEM_INFO *item, COLL_INFO *coll);
void LaraColSwanDive(ITEM_INFO *item, COLL_INFO *coll);
void LaraColFastDive(ITEM_INFO *item, COLL_INFO *coll);
void LaraColGymnast(ITEM_INFO *item, COLL_INFO *coll);
void LaraColWaterOut(ITEM_INFO *item, COLL_INFO *coll);
void LaraColDefault(ITEM_INFO* item, COLL_INFO* coll);
void LaraColJumper(ITEM_INFO* item, COLL_INFO* coll);
void LaraColDefault(ITEM_INFO *item, COLL_INFO *coll);
void LaraColJumper(ITEM_INFO *item, COLL_INFO *coll);
void GetLaraCollisionInfo(ITEM_INFO* item, COLL_INFO* coll);
void LaraSlideSlope(ITEM_INFO* item, COLL_INFO* coll);
int32_t LaraHitCeiling(ITEM_INFO* item, COLL_INFO* coll);
void LaraHangTest(ITEM_INFO* item, COLL_INFO* coll);
int32_t LaraDeflectEdge(ITEM_INFO* item, COLL_INFO* coll);
void LaraDeflectEdgeJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraSlideEdgeJump(ITEM_INFO* item, COLL_INFO* coll);
int32_t TestLaraVault(ITEM_INFO* item, COLL_INFO* coll);
int32_t LaraTestHangJump(ITEM_INFO* item, COLL_INFO* coll);
int32_t LaraTestHangJumpUp(ITEM_INFO* item, COLL_INFO* coll);
int32_t TestHangSwingIn(ITEM_INFO* item, PHD_ANGLE angle);
int32_t TestLaraSlide(ITEM_INFO* item, COLL_INFO* coll);
int16_t LaraFloorFront(ITEM_INFO* item, PHD_ANGLE ang, int32_t dist);
int32_t LaraLandedBad(ITEM_INFO* item, COLL_INFO* coll);
void LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll);
void LaraWaterCurrent(COLL_INFO* coll);
void LaraSurfaceCollision(ITEM_INFO* item, COLL_INFO* coll);
int32_t LaraTestWaterClimbOut(ITEM_INFO* item, COLL_INFO* coll);
void GetLaraCollisionInfo(ITEM_INFO *item, COLL_INFO *coll);
void LaraSlideSlope(ITEM_INFO *item, COLL_INFO *coll);
int32_t LaraHitCeiling(ITEM_INFO *item, COLL_INFO *coll);
void LaraHangTest(ITEM_INFO *item, COLL_INFO *coll);
int32_t LaraDeflectEdge(ITEM_INFO *item, COLL_INFO *coll);
void LaraDeflectEdgeJump(ITEM_INFO *item, COLL_INFO *coll);
void LaraSlideEdgeJump(ITEM_INFO *item, COLL_INFO *coll);
int32_t TestLaraVault(ITEM_INFO *item, COLL_INFO *coll);
int32_t LaraTestHangJump(ITEM_INFO *item, COLL_INFO *coll);
int32_t LaraTestHangJumpUp(ITEM_INFO *item, COLL_INFO *coll);
int32_t TestHangSwingIn(ITEM_INFO *item, PHD_ANGLE angle);
int32_t TestLaraSlide(ITEM_INFO *item, COLL_INFO *coll);
int16_t LaraFloorFront(ITEM_INFO *item, PHD_ANGLE ang, int32_t dist);
int32_t LaraLandedBad(ITEM_INFO *item, COLL_INFO *coll);
void LaraSwimCollision(ITEM_INFO *item, COLL_INFO *coll);
void LaraWaterCurrent(COLL_INFO *coll);
void LaraSurfaceCollision(ITEM_INFO *item, COLL_INFO *coll);
int32_t LaraTestWaterClimbOut(ITEM_INFO *item, COLL_INFO *coll);
extern void (*LaraControlRoutines[])(ITEM_INFO* item, COLL_INFO* coll);
extern void (*LaraCollisionRoutines[])(ITEM_INFO* item, COLL_INFO* coll);
extern void (*LaraControlRoutines[])(ITEM_INFO *item, COLL_INFO *coll);
extern void (*LaraCollisionRoutines[])(ITEM_INFO *item, COLL_INFO *coll);
void LaraGun();
void InitialiseNewWeapon();
void LaraTargetInfo(WEAPON_INFO* winfo);
void LaraGetNewTarget(WEAPON_INFO* winfo);
void find_target_point(ITEM_INFO* item, GAME_VECTOR* target);
void AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm);
void LaraTargetInfo(WEAPON_INFO *winfo);
void LaraGetNewTarget(WEAPON_INFO *winfo);
void find_target_point(ITEM_INFO *item, GAME_VECTOR *target);
void AimWeapon(WEAPON_INFO *winfo, LARA_ARM *arm);
int32_t FireWeapon(
int32_t weapon_type, ITEM_INFO* target, ITEM_INFO* src, PHD_ANGLE* angles);
void HitTarget(ITEM_INFO* item, GAME_VECTOR* hitpos, int32_t damage);
int32_t weapon_type, ITEM_INFO *target, ITEM_INFO *src, PHD_ANGLE *angles);
void HitTarget(ITEM_INFO *item, GAME_VECTOR *hitpos, int32_t damage);
void DrawShotgun();
void UndrawShotgun();
@ -187,7 +187,7 @@ void AnimatePistols(int32_t weapon_type);
void InitialiseEvilLara(int16_t item_num);
void ControlEvilLara(int16_t item_num);
void DrawEvilLara(ITEM_INFO* item);
void DrawEvilLara(ITEM_INFO *item);
#ifdef T1M_FEAT_GAMEPLAY
void LookLeftRight();

View file

@ -113,7 +113,7 @@ void ReadyShotgun()
void RifleHandler(int32_t weapon_type)
{
WEAPON_INFO* winfo = &Weapons[LGT_SHOTGUN];
WEAPON_INFO *winfo = &Weapons[LGT_SHOTGUN];
if (Input & IN_ACTION) {
LaraTargetInfo(winfo);

View file

@ -154,7 +154,7 @@ void UndrawPistolMeshRight(int32_t weapon_type)
void PistolHandler(int32_t weapon_type)
{
WEAPON_INFO* winfo = &Weapons[weapon_type];
WEAPON_INFO *winfo = &Weapons[weapon_type];
if (Input & IN_ACTION) {
LaraTargetInfo(winfo);
@ -191,7 +191,7 @@ void PistolHandler(int32_t weapon_type)
void AnimatePistols(int32_t weapon_type)
{
PHD_ANGLE angles[2];
WEAPON_INFO* winfo = &Weapons[weapon_type];
WEAPON_INFO *winfo = &Weapons[weapon_type];
int16_t anir = Lara.right_arm.frame_number;
if (Lara.right_arm.lock || ((Input & IN_ACTION) && !Lara.target)) {

View file

@ -212,7 +212,7 @@ void InitialiseNewWeapon()
}
}
void LaraTargetInfo(WEAPON_INFO* winfo)
void LaraTargetInfo(WEAPON_INFO *winfo)
{
if (!Lara.target) {
Lara.right_arm.lock = 0;
@ -267,9 +267,9 @@ void LaraTargetInfo(WEAPON_INFO* winfo)
Lara.target_angles[1] = ang[1];
}
void LaraGetNewTarget(WEAPON_INFO* winfo)
void LaraGetNewTarget(WEAPON_INFO *winfo)
{
ITEM_INFO* bestitem = NULL;
ITEM_INFO *bestitem = NULL;
int16_t bestyrot = 0x7FFF;
int32_t maxdist = winfo->target_dist;
@ -280,7 +280,7 @@ void LaraGetNewTarget(WEAPON_INFO* winfo)
src.z = LaraItem->pos.z;
src.room_number = LaraItem->room_number;
ITEM_INFO* item = NULL;
ITEM_INFO *item = NULL;
for (int16_t item_num = NextItemActive; item_num != NO_ITEM;
item_num = item->next_active) {
item = &Items[item_num];
@ -326,9 +326,9 @@ void LaraGetNewTarget(WEAPON_INFO* winfo)
LaraTargetInfo(winfo);
}
void find_target_point(ITEM_INFO* item, GAME_VECTOR* target)
void find_target_point(ITEM_INFO *item, GAME_VECTOR *target)
{
int16_t* bounds = GetBestFrame(item);
int16_t *bounds = GetBestFrame(item);
int32_t x = (bounds[0] + bounds[1]) / 2;
int32_t y = (bounds[3] - bounds[2]) / 3 + bounds[2];
int32_t z = (bounds[5] + bounds[4]) / 2;
@ -340,7 +340,7 @@ void find_target_point(ITEM_INFO* item, GAME_VECTOR* target)
target->room_number = item->room_number;
}
void AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm)
void AimWeapon(WEAPON_INFO *winfo, LARA_ARM *arm)
{
PHD_ANGLE destx;
PHD_ANGLE desty;
@ -379,11 +379,11 @@ void AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm)
}
int32_t FireWeapon(
int32_t weapon_type, ITEM_INFO* target, ITEM_INFO* src, PHD_ANGLE* angles)
int32_t weapon_type, ITEM_INFO *target, ITEM_INFO *src, PHD_ANGLE *angles)
{
WEAPON_INFO* winfo = &Weapons[weapon_type];
WEAPON_INFO *winfo = &Weapons[weapon_type];
AMMO_INFO* ammo;
AMMO_INFO *ammo;
switch (weapon_type) {
case LGT_MAGNUMS:
ammo = &Lara.magnums;
@ -444,7 +444,7 @@ int32_t FireWeapon(
int32_t best = -1;
int32_t bestdist = 0x7FFFFFFF;
for (int i = 0; i < nums; i++) {
SPHERE* sptr = &slist[i];
SPHERE *sptr = &slist[i];
int32_t r = sptr->r;
if (ABS(sptr->x) < r && ABS(sptr->y) < r && sptr->z > r
&& (sptr->x * sptr->x) + (sptr->y * sptr->y) <= (r * r)
@ -479,7 +479,7 @@ int32_t FireWeapon(
return -1;
}
void HitTarget(ITEM_INFO* item, GAME_VECTOR* hitpos, int32_t damage)
void HitTarget(ITEM_INFO *item, GAME_VECTOR *hitpos, int32_t damage)
{
if (item->hit_points > 0 && item->hit_points <= damage) {
SaveGame[0].kills++;

View file

@ -16,8 +16,8 @@ void LaraControl(int16_t item_num)
{
COLL_INFO coll = { 0 };
ITEM_INFO* item = LaraItem;
ROOM_INFO* r = &RoomInfo[item->room_number];
ITEM_INFO *item = LaraItem;
ROOM_INFO *r = &RoomInfo[item->room_number];
int32_t room_submerged = r->flags & RF_UNDERWATER;
#ifdef T1M_FEAT_CHEATS
@ -215,10 +215,10 @@ void LaraSwapMeshExtra()
}
}
void AnimateLara(ITEM_INFO* item)
void AnimateLara(ITEM_INFO *item)
{
int16_t* command;
ANIM_STRUCT* anim;
int16_t *command;
ANIM_STRUCT *anim;
item->frame_number++;
anim = &Anims[item->anim_number];
@ -458,7 +458,7 @@ void InitialiseLaraInventory(int32_t level_num)
{
Inv_RemoveAllItems();
START_INFO* start = &SaveGame[0].start[level_num];
START_INFO *start = &SaveGame[0].start[level_num];
Lara.pistols.ammo = 1000;
if (start->got_pistols) {
@ -523,7 +523,7 @@ void InitialiseLaraInventory(int32_t level_num)
void LaraInitialiseMeshes(int32_t level_num)
{
START_INFO* start = &SaveGame[0].start[level_num];
START_INFO *start = &SaveGame[0].start[level_num];
if (start->costume) {
for (int i = 0; i < LM_NUMBER_OF; i++) {
@ -664,7 +664,7 @@ void InitialiseEvilLara(int16_t item_num)
void ControlEvilLara(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->hit_points < LARA_HITPOINTS) {
LaraItem->hit_points -= (LARA_HITPOINTS - item->hit_points) * 10;
@ -677,7 +677,7 @@ void ControlEvilLara(int16_t item_num)
int32_t z = 2 * 60 * WALL_L - LaraItem->pos.z;
int16_t room_num = item->room_number;
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
int32_t h = GetHeight(floor, x, y, z);
item->floor = h;
@ -705,7 +705,7 @@ void ControlEvilLara(int16_t item_num)
item->speed = 0;
item->fall_speed = 0;
item->gravity_status = 1;
item->data = (void*)-1;
item->data = (void *)-1;
item->pos.y += 50;
}
}
@ -718,7 +718,7 @@ void ControlEvilLara(int16_t item_num)
int32_t z = item->pos.z;
int16_t room_num = item->room_number;
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
int32_t h = GetHeight(floor, x, y, z);
item->floor = h;
@ -737,9 +737,9 @@ void ControlEvilLara(int16_t item_num)
}
}
void DrawEvilLara(ITEM_INFO* item)
void DrawEvilLara(ITEM_INFO *item)
{
int16_t* old_mesh_ptrs[LM_NUMBER_OF];
int16_t *old_mesh_ptrs[LM_NUMBER_OF];
for (int i = 0; i < LM_NUMBER_OF; i++) {
old_mesh_ptrs[i] = Lara.mesh_ptrs[i];
@ -753,7 +753,7 @@ void DrawEvilLara(ITEM_INFO* item)
}
}
void (*LaraControlRoutines[])(ITEM_INFO* item, COLL_INFO* coll) = {
void (*LaraControlRoutines[])(ITEM_INFO *item, COLL_INFO *coll) = {
LaraAsWalk, LaraAsRun, LaraAsStop, LaraAsForwardJump,
LaraAsPose, LaraAsFastBack, LaraAsTurnR, LaraAsTurnL,
LaraAsDeath, LaraAsFastFall, LaraAsHang, LaraAsReach,
@ -770,7 +770,7 @@ void (*LaraControlRoutines[])(ITEM_INFO* item, COLL_INFO* coll) = {
LaraAsSwanDive, LaraAsFastDive, LaraAsGymnast, LaraAsWaterOut,
};
void (*LaraCollisionRoutines[])(ITEM_INFO* item, COLL_INFO* coll) = {
void (*LaraCollisionRoutines[])(ITEM_INFO *item, COLL_INFO *coll) = {
LaraColWalk, LaraColRun, LaraColStop, LaraColForwardJump,
LaraColPose, LaraColFastBack, LaraColTurnR, LaraColTurnL,
LaraColDeath, LaraColFastFall, LaraColHang, LaraColReach,

View file

@ -6,7 +6,7 @@
#include "config.h"
#include "util.h"
void LaraSurface(ITEM_INFO* item, COLL_INFO* coll)
void LaraSurface(ITEM_INFO *item, COLL_INFO *coll)
{
Camera.target_elevation = -22 * PHD_DEGREE;
@ -71,7 +71,7 @@ void LaraSurface(ITEM_INFO* item, COLL_INFO* coll)
TestTriggers(coll->trigger, 0);
}
void LaraAsSurfSwim(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSurfSwim(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_UWDEATH;
@ -109,7 +109,7 @@ void LaraAsSurfSwim(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsSurfBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSurfBack(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_UWDEATH;
@ -144,7 +144,7 @@ void LaraAsSurfBack(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsSurfLeft(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSurfLeft(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_UWDEATH;
@ -179,7 +179,7 @@ void LaraAsSurfLeft(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsSurfRight(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSurfRight(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_UWDEATH;
@ -214,7 +214,7 @@ void LaraAsSurfRight(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsSurfTread(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSurfTread(ITEM_INFO *item, COLL_INFO *coll)
{
item->fall_speed -= 4;
if (item->fall_speed < 0) {
@ -295,37 +295,37 @@ void LaraAsSurfTread(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColSurfSwim(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSurfSwim(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
LaraSurfaceCollision(item, coll);
}
void LaraColSurfTread(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSurfTread(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot;
LaraSurfaceCollision(item, coll);
}
void LaraColSurfBack(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSurfBack(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_180;
LaraSurfaceCollision(item, coll);
}
void LaraColSurfLeft(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSurfLeft(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot - PHD_90;
LaraSurfaceCollision(item, coll);
}
void LaraColSurfRight(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSurfRight(ITEM_INFO *item, COLL_INFO *coll)
{
Lara.move_angle = item->pos.y_rot + PHD_90;
LaraSurfaceCollision(item, coll);
}
void LaraSurfaceCollision(ITEM_INFO* item, COLL_INFO* coll)
void LaraSurfaceCollision(ITEM_INFO *item, COLL_INFO *coll)
{
coll->facing = Lara.move_angle;
@ -365,7 +365,7 @@ void LaraSurfaceCollision(ITEM_INFO* item, COLL_INFO* coll)
LaraTestWaterClimbOut(item, coll);
}
int32_t LaraTestWaterClimbOut(ITEM_INFO* item, COLL_INFO* coll)
int32_t LaraTestWaterClimbOut(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->pos.y_rot != Lara.move_angle) {
return 0;

View file

@ -9,7 +9,7 @@
#include "config.h"
#include "util.h"
void LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll)
void LaraUnderWater(ITEM_INFO *item, COLL_INFO *coll)
{
coll->bad_pos = NO_BAD_POS;
coll->bad_neg = -UW_HITE;
@ -91,7 +91,7 @@ void LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll)
TestTriggers(coll->trigger, 0);
}
void LaraAsSwim(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsSwim(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_UWDEATH;
@ -132,7 +132,7 @@ void LaraAsSwim(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsGlide(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsGlide(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->hit_points <= 0) {
item->goal_anim_state = AS_UWDEATH;
@ -165,7 +165,7 @@ void LaraAsGlide(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsTread(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsTread(ITEM_INFO *item, COLL_INFO *coll)
{
#ifdef T1M_FEAT_GAMEPLAY
if (T1MConfig.enable_enhanced_look) {
@ -202,14 +202,14 @@ void LaraAsTread(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraAsDive(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsDive(ITEM_INFO *item, COLL_INFO *coll)
{
if (Input & AS_RUN) {
item->pos.x_rot -= PHD_DEGREE;
}
}
void LaraAsUWDeath(ITEM_INFO* item, COLL_INFO* coll)
void LaraAsUWDeath(ITEM_INFO *item, COLL_INFO *coll)
{
item->fall_speed -= 8;
if (item->fall_speed <= 0) {
@ -226,27 +226,27 @@ void LaraAsUWDeath(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraColSwim(ITEM_INFO* item, COLL_INFO* coll)
void LaraColSwim(ITEM_INFO *item, COLL_INFO *coll)
{
LaraSwimCollision(item, coll);
}
void LaraColGlide(ITEM_INFO* item, COLL_INFO* coll)
void LaraColGlide(ITEM_INFO *item, COLL_INFO *coll)
{
LaraSwimCollision(item, coll);
}
void LaraColTread(ITEM_INFO* item, COLL_INFO* coll)
void LaraColTread(ITEM_INFO *item, COLL_INFO *coll)
{
LaraSwimCollision(item, coll);
}
void LaraColDive(ITEM_INFO* item, COLL_INFO* coll)
void LaraColDive(ITEM_INFO *item, COLL_INFO *coll)
{
LaraSwimCollision(item, coll);
}
void LaraColUWDeath(ITEM_INFO* item, COLL_INFO* coll)
void LaraColUWDeath(ITEM_INFO *item, COLL_INFO *coll)
{
item->hit_points = -1;
Lara.air = -1;
@ -259,7 +259,7 @@ void LaraColUWDeath(ITEM_INFO* item, COLL_INFO* coll)
LaraSwimCollision(item, coll);
}
void LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll)
void LaraSwimCollision(ITEM_INFO *item, COLL_INFO *coll)
{
if (item->pos.x_rot >= -PHD_90 && item->pos.x_rot <= PHD_90) {
Lara.move_angle = coll->facing = item->pos.y_rot;
@ -315,13 +315,13 @@ void LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll)
}
}
void LaraWaterCurrent(COLL_INFO* coll)
void LaraWaterCurrent(COLL_INFO *coll)
{
PHD_VECTOR target; // [esp+Ch] [ebp-Ch]
ITEM_INFO* item = LaraItem;
ROOM_INFO* r = &RoomInfo[item->room_number];
FLOOR_INFO* floor =
ITEM_INFO *item = LaraItem;
ROOM_INFO *r = &RoomInfo[item->room_number];
FLOOR_INFO *floor =
&r->floor
[((item->pos.z - r->z) >> WALL_SHIFT)
+ ((item->pos.x - r->x) >> WALL_SHIFT) * r->x_size];

View file

@ -38,9 +38,9 @@ typedef enum {
THS_DONE = 3,
} THOR_HAMMER_STATE;
void DrawLightning(ITEM_INFO* item)
void DrawLightning(ITEM_INFO *item)
{
int16_t* frmptr[2];
int16_t *frmptr[2];
int32_t rate;
GetFrames(item, frmptr, &rate);
@ -67,7 +67,7 @@ void DrawLightning(ITEM_INFO* item)
phd_PopMatrix();
LIGHTNING* l = item->data;
LIGHTNING *l = item->data;
if (!l->onstate) {
return;
}
@ -86,7 +86,7 @@ void DrawLightning(ITEM_INFO* item)
int32_t dz = (z2 - z1) / LIGHTNING_STEPS;
for (int i = 0; i < LIGHTNING_STEPS; i++) {
PHD_VECTOR* pos = &l->wibble[i];
PHD_VECTOR *pos = &l->wibble[i];
pos->x += (GetRandomDraw() - PHD_90) * LIGHTNING_RND;
pos->y += (GetRandomDraw() - PHD_90) * LIGHTNING_RND;
pos->z += (GetRandomDraw() - PHD_90) * LIGHTNING_RND;
@ -136,7 +136,7 @@ void DrawLightning(ITEM_INFO* item)
dz = (z2 - z1) / steps;
for (j = 0; j < steps; j++) {
PHD_VECTOR* pos = l->shoot[i];
PHD_VECTOR *pos = l->shoot[i];
pos->x += (GetRandomDraw() - PHD_90) * LIGHTNING_RND;
pos->y += (GetRandomDraw() - PHD_90) * LIGHTNING_RND;
pos->z += (GetRandomDraw() - PHD_90) * LIGHTNING_RND;
@ -168,7 +168,7 @@ void DrawLightning(ITEM_INFO* item)
void InitialiseLightning(int16_t item_num)
{
LIGHTNING* l = game_malloc(sizeof(LIGHTNING), 0);
LIGHTNING *l = game_malloc(sizeof(LIGHTNING), 0);
Items[item_num].data = l;
if (Objects[Items[item_num].object_number].nmeshes > 1) {
@ -185,8 +185,8 @@ void InitialiseLightning(int16_t item_num)
void LightningControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
LIGHTNING* l = item->data;
ITEM_INFO *item = &Items[item_num];
LIGHTNING *l = item->data;
if (!TriggerActive(item)) {
l->count = 1;
@ -235,7 +235,7 @@ void LightningControl(int16_t item_num)
l->zapped = 1;
} else if (l->notarget) {
FLOOR_INFO* floor = GetFloor(
FLOOR_INFO *floor = GetFloor(
item->pos.x, item->pos.y, item->pos.z, &item->room_number);
int32_t h = GetHeight(floor, item->pos.x, item->pos.y, item->pos.z);
l->target.x = item->pos.x;
@ -272,9 +272,9 @@ void LightningControl(int16_t item_num)
SoundEffect(98, &item->pos, 0);
}
void LightningCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void LightningCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
LIGHTNING* l = Items[item_num].data;
LIGHTNING *l = Items[item_num].data;
if (!l->zapped) {
return;
}
@ -288,9 +288,9 @@ void LightningCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void InitialiseThorsHandle(int16_t item_num)
{
ITEM_INFO* hand_item = &Items[item_num];
ITEM_INFO *hand_item = &Items[item_num];
int16_t head_item_num = CreateItem();
ITEM_INFO* head_item = &Items[head_item_num];
ITEM_INFO *head_item = &Items[head_item_num];
head_item->object_number = O_THORS_HEAD;
head_item->room_number = hand_item->room_number;
head_item->pos = hand_item->pos;
@ -302,7 +302,7 @@ void InitialiseThorsHandle(int16_t item_num)
void ThorsHandleControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
switch (item->current_anim_state) {
case THS_SET:
@ -365,7 +365,7 @@ void ThorsHandleControl(int16_t item_num)
int32_t old_z = z;
int16_t room_num = item->room_number;
FLOOR_INFO* floor = GetFloor(x, item->pos.y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, item->pos.y, z, &room_num);
GetHeight(floor, x, item->pos.y, z);
TestTriggers(TriggerIndex, 1);
@ -399,7 +399,7 @@ void ThorsHandleControl(int16_t item_num)
}
AnimateItem(item);
ITEM_INFO* head_item = item->data;
ITEM_INFO *head_item = item->data;
int32_t anim = item->anim_number - Objects[O_THORS_HANDLE].anim_index;
int32_t frm = item->frame_number - Anims[item->anim_number].frame_base;
head_item->anim_number = Objects[O_THORS_HEAD].anim_index + anim;
@ -408,9 +408,9 @@ void ThorsHandleControl(int16_t item_num)
}
void ThorsHandleCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!TestBoundsCollide(item, lara_item, coll->radius)) {
return;
}
@ -419,9 +419,9 @@ void ThorsHandleCollision(
}
}
void ThorsHeadCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void ThorsHeadCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!TestBoundsCollide(item, lara_item, coll->radius)) {
return;
}

View file

@ -4,18 +4,18 @@
#include "game/types.h"
#include <stdint.h>
void DrawLightning(ITEM_INFO* item);
void DrawLightning(ITEM_INFO *item);
void InitialiseLightning(int16_t item_num);
void LightningControl(int16_t item_num);
void LightningCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void InitialiseThorsHandle(int16_t item_num);
void ThorsHandleControl(int16_t item_num);
void ThorsHandleCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void ThorsHeadCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void T1MInjectGameLightning();

View file

@ -10,7 +10,7 @@ void InitialiseLOTArray()
BaddieSlots =
game_malloc(NUM_SLOTS * sizeof(CREATURE_INFO), GBUF_CREATURE_DATA);
for (int i = 0; i < NUM_SLOTS; i++) {
CREATURE_INFO* creature = &BaddieSlots[i];
CREATURE_INFO *creature = &BaddieSlots[i];
creature->item_num = NO_ITEM;
creature->LOT.node =
game_malloc(sizeof(BOX_NODE) * NumberBoxes, GBUF_CREATURE_LOT);
@ -20,8 +20,8 @@ void InitialiseLOTArray()
void DisableBaddieAI(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
CREATURE_INFO* creature = item->data;
ITEM_INFO *item = &Items[item_num];
CREATURE_INFO *creature = item->data;
item->data = NULL;
if (creature) {
creature->item_num = NO_ITEM;
@ -37,7 +37,7 @@ int32_t EnableBaddieAI(int16_t item_num, int32_t always)
if (SlotsUsed < NUM_SLOTS) {
for (int32_t slot = 0; slot < NUM_SLOTS; slot++) {
CREATURE_INFO* creature = &BaddieSlots[slot];
CREATURE_INFO *creature = &BaddieSlots[slot];
if (creature->item_num == NO_ITEM) {
InitialiseSlot(item_num, slot);
return 1;
@ -48,7 +48,7 @@ int32_t EnableBaddieAI(int16_t item_num, int32_t always)
int32_t worst_dist = 0;
if (!always) {
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
int32_t x = (item->pos.x - Camera.pos.x) >> 8;
int32_t y = (item->pos.y - Camera.pos.y) >> 8;
int32_t z = (item->pos.z - Camera.pos.z) >> 8;
@ -57,8 +57,8 @@ int32_t EnableBaddieAI(int16_t item_num, int32_t always)
int32_t worst_slot = -1;
for (int32_t slot = 0; slot < NUM_SLOTS; slot++) {
CREATURE_INFO* creature = &BaddieSlots[slot];
ITEM_INFO* item = &Items[creature->item_num];
CREATURE_INFO *creature = &BaddieSlots[slot];
ITEM_INFO *item = &Items[creature->item_num];
int32_t x = (item->pos.x - Camera.pos.x) >> 8;
int32_t y = (item->pos.y - Camera.pos.y) >> 8;
int32_t z = (item->pos.z - Camera.pos.z) >> 8;
@ -81,8 +81,8 @@ int32_t EnableBaddieAI(int16_t item_num, int32_t always)
void InitialiseSlot(int16_t item_num, int32_t slot)
{
CREATURE_INFO* creature = &BaddieSlots[slot];
ITEM_INFO* item = &Items[item_num];
CREATURE_INFO *creature = &BaddieSlots[slot];
ITEM_INFO *item = &Items[item_num];
item->data = creature;
creature->item_num = item_num;
creature->mood = MOOD_BORED;
@ -130,12 +130,12 @@ void InitialiseSlot(int16_t item_num, int32_t slot)
SlotsUsed++;
}
void CreateZone(ITEM_INFO* item)
void CreateZone(ITEM_INFO *item)
{
CREATURE_INFO* creature = item->data;
CREATURE_INFO *creature = item->data;
int16_t* zone;
int16_t* flip;
int16_t *zone;
int16_t *flip;
if (creature->LOT.fly) {
zone = FlyZone[0];
flip = FlyZone[1];
@ -147,7 +147,7 @@ void CreateZone(ITEM_INFO* item)
flip = GroundZone2[1];
}
ROOM_INFO* r = &RoomInfo[item->room_number];
ROOM_INFO *r = &RoomInfo[item->room_number];
int32_t x_floor = (item->pos.z - r->z) >> WALL_SHIFT;
int32_t y_floor = (item->pos.x - r->x) >> WALL_SHIFT;
item->box_number = r->floor[x_floor + y_floor * r->x_size].box;
@ -156,7 +156,7 @@ void CreateZone(ITEM_INFO* item)
int16_t flip_number = flip[item->box_number];
creature->LOT.zone_count = 0;
BOX_NODE* node = creature->LOT.node;
BOX_NODE *node = creature->LOT.node;
for (int i = 0; i < NumberBoxes; i++) {
if (zone[i] == zone_number || flip[i] == flip_number) {
node->box_number = i;
@ -166,14 +166,14 @@ void CreateZone(ITEM_INFO* item)
}
}
int32_t InitialiseLOT(LOT_INFO* LOT)
int32_t InitialiseLOT(LOT_INFO *LOT)
{
LOT->node = game_malloc(sizeof(BOX_NODE) * NumberBoxes, GBUF_CREATURE_LOT);
ClearLOT(LOT);
return 1;
}
void ClearLOT(LOT_INFO* LOT)
void ClearLOT(LOT_INFO *LOT)
{
LOT->search_number = 0;
LOT->head = NO_BOX;
@ -182,7 +182,7 @@ void ClearLOT(LOT_INFO* LOT)
LOT->required_box = NO_BOX;
for (int i = 0; i < NumberBoxes; i++) {
BOX_NODE* node = &LOT->node[i];
BOX_NODE *node = &LOT->node[i];
node->search_number = 0;
node->exit_box = NO_BOX;
node->next_expansion = NO_BOX;

View file

@ -8,9 +8,9 @@ void InitialiseLOTArray();
void DisableBaddieAI(int16_t item_num);
int32_t EnableBaddieAI(int16_t item_num, int32_t always);
void InitialiseSlot(int16_t item_num, int32_t slot);
void CreateZone(ITEM_INFO* item);
int32_t InitialiseLOT(LOT_INFO* LOT);
void ClearLOT(LOT_INFO* LOT);
void CreateZone(ITEM_INFO *item);
int32_t InitialiseLOT(LOT_INFO *LOT);
void ClearLOT(LOT_INFO *LOT);
void T1MInjectGameLOT();

View file

@ -38,7 +38,7 @@ static int16_t MovingBlockBounds[12] = {
// original name: InitialiseMovingBlock
void InitialiseMovableBlock(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status != IS_INVISIBLE) {
AlterFloorHeight(item, -1024);
}
@ -47,7 +47,7 @@ void InitialiseMovableBlock(int16_t item_num)
// original name: MovableBlock
void MovableBlockControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->flags & IF_ONESHOT) {
AlterFloorHeight(item, 1024);
@ -58,7 +58,7 @@ void MovableBlockControl(int16_t item_num)
AnimateItem(item);
int16_t room_num = item->room_number;
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
int32_t height = GetHeight(floor, item->pos.x, item->pos.y, item->pos.z);
@ -89,9 +89,9 @@ void MovableBlockControl(int16_t item_num)
}
void MovableBlockCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!CHK_ANY(Input, IN_ACTION) || item->status == IS_ACTIVE
|| lara_item->gravity_status || lara_item->pos.y != item->pos.y) {
@ -184,10 +184,10 @@ void MovableBlockCollision(
}
}
int32_t TestBlockMovable(ITEM_INFO* item, int32_t blockhite)
int32_t TestBlockMovable(ITEM_INFO *item, int32_t blockhite)
{
int16_t room_num = item->room_number;
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
if (floor->floor == NO_HEIGHT / 256) {
return 1;
@ -200,7 +200,7 @@ int32_t TestBlockMovable(ITEM_INFO* item, int32_t blockhite)
return 1;
}
int32_t TestBlockPush(ITEM_INFO* item, int32_t blockhite, uint16_t quadrant)
int32_t TestBlockPush(ITEM_INFO *item, int32_t blockhite, uint16_t quadrant)
{
if (!TestBlockMovable(item, blockhite)) {
return 0;
@ -226,7 +226,7 @@ int32_t TestBlockPush(ITEM_INFO* item, int32_t blockhite, uint16_t quadrant)
break;
}
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
COLL_INFO coll;
coll.quadrant = quadrant;
coll.radius = 500;
@ -246,7 +246,7 @@ int32_t TestBlockPush(ITEM_INFO* item, int32_t blockhite, uint16_t quadrant)
return 1;
}
int32_t TestBlockPull(ITEM_INFO* item, int32_t blockhite, uint16_t quadrant)
int32_t TestBlockPull(ITEM_INFO *item, int32_t blockhite, uint16_t quadrant)
{
if (!TestBlockMovable(item, blockhite)) {
return 0;
@ -274,7 +274,7 @@ int32_t TestBlockPull(ITEM_INFO* item, int32_t blockhite, uint16_t quadrant)
int32_t z = item->pos.z + z_add;
int16_t room_num = item->room_number;
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
COLL_INFO coll;
coll.quadrant = quadrant;
coll.radius = 500;
@ -321,14 +321,14 @@ int32_t TestBlockPull(ITEM_INFO* item, int32_t blockhite, uint16_t quadrant)
void InitialiseRollingBlock(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
AlterFloorHeight(item, -2048);
}
// original name: RollingBlock
void RollingBlockControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (TriggerActive(item)) {
if (item->current_anim_state == RBS_START) {
item->goal_anim_state = RBS_END;
@ -357,12 +357,12 @@ void RollingBlockControl(int16_t item_num)
}
}
void AlterFloorHeight(ITEM_INFO* item, int32_t height)
void AlterFloorHeight(ITEM_INFO *item, int32_t height)
{
int16_t room_num = item->room_number;
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
FLOOR_INFO* ceiling = GetFloor(
FLOOR_INFO *ceiling = GetFloor(
item->pos.x, item->pos.y + height - WALL_L, item->pos.z, &room_num);
if (floor->floor == NO_HEIGHT / 256) {
@ -383,7 +383,7 @@ void AlterFloorHeight(ITEM_INFO* item, int32_t height)
}
}
void DrawMovableBlock(ITEM_INFO* item)
void DrawMovableBlock(ITEM_INFO *item)
{
if (item->status == IS_ACTIVE) {
DrawUnclippedItem(item);

View file

@ -10,17 +10,17 @@
void InitialiseMovableBlock(int16_t item_num);
void MovableBlockControl(int16_t item_num);
void MovableBlockCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int32_t TestBlockMovable(ITEM_INFO* item, int32_t blockhite);
int32_t TestBlockPush(ITEM_INFO* item, int32_t blokhite, uint16_t quadrant);
int32_t TestBlockPull(ITEM_INFO* item, int32_t blokhite, uint16_t quadrant);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
int32_t TestBlockMovable(ITEM_INFO *item, int32_t blockhite);
int32_t TestBlockPush(ITEM_INFO *item, int32_t blokhite, uint16_t quadrant);
int32_t TestBlockPull(ITEM_INFO *item, int32_t blokhite, uint16_t quadrant);
void InitialiseRollingBlock(int16_t item_num);
void RollingBlockControl(int16_t item_num);
void AlterFloorHeight(ITEM_INFO* item, int32_t height);
void AlterFloorHeight(ITEM_INFO *item, int32_t height);
void DrawMovableBlock(ITEM_INFO* item);
void DrawMovableBlock(ITEM_INFO *item);
void T1MInjectGameMoveBlock();

View file

@ -67,7 +67,7 @@ static BITE_INFO NatlaGun = { 5, 220, 7, 4 };
void AbortionControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -76,7 +76,7 @@ void AbortionControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* abortion = item->data;
CREATURE_INFO *abortion = item->data;
int16_t head = 0;
int16_t angle = 0;
@ -251,7 +251,7 @@ void AbortionControl(int16_t item_num)
if (item->status == IS_DEACTIVATED) {
SoundEffect(171, &item->pos, 0);
ExplodingDeath(item_num, -1, ABORTION_PART_DAMAGE);
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &item->room_number);
GetHeight(floor, item->pos.x, item->pos.y, item->pos.z);
TestTriggers(TriggerIndex, 1);
@ -264,7 +264,7 @@ void AbortionControl(int16_t item_num)
void NatlaControl(int16_t item_num)
{
static int16_t facing = 0;
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -273,7 +273,7 @@ void NatlaControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* natla = item->data;
CREATURE_INFO *natla = item->data;
int16_t head = 0;
int16_t angle = 0;
int16_t tilt = 0;
@ -326,7 +326,7 @@ void NatlaControl(int16_t item_num)
if (timer >= 20) {
int16_t fx_num = CreatureEffect(item, &NatlaGun, ShardGun);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
gun = fx->pos.x_rot;
SoundEffect(123, &fx->pos, 0);
}
@ -339,7 +339,7 @@ void NatlaControl(int16_t item_num)
if (timer >= 20) {
int16_t fx_num = CreatureEffect(item, &NatlaGun, ShardGun);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
gun = fx->pos.x_rot;
SoundEffect(123, &fx->pos, 0);
}
@ -445,7 +445,7 @@ void NatlaControl(int16_t item_num)
if (timer >= 30) {
int16_t fx_num = CreatureEffect(item, &NatlaGun, RocketGun);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
gun = fx->pos.x_rot;
SoundEffect(123, &fx->pos, 0);
}
@ -467,17 +467,17 @@ void NatlaControl(int16_t item_num)
if (!item->required_anim_state) {
int16_t fx_num = CreatureEffect(item, &NatlaGun, RocketGun);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
gun = fx->pos.x_rot;
}
fx_num = CreatureEffect(item, &NatlaGun, RocketGun);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.y_rot += (GetRandomControl() - 0x4000) / 4;
}
fx_num = CreatureEffect(item, &NatlaGun, RocketGun);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.y_rot += (GetRandomControl() - 0x4000) / 4;
}
item->required_anim_state = NATLA_STOP;
@ -504,8 +504,8 @@ void NatlaControl(int16_t item_num)
void ControlNatlaGun(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
OBJECT_INFO* object = &Objects[fx->object_number];
FX_INFO *fx = &Effects[fx_num];
OBJECT_INFO *object = &Objects[fx->object_number];
fx->frame_number--;
if (fx->frame_number <= object->nmeshes) {
@ -520,7 +520,7 @@ void ControlNatlaGun(int16_t fx_num)
int32_t x = fx->pos.x + ((fx->speed * phd_sin(fx->pos.y_rot)) >> W2V_SHIFT);
int32_t y = fx->pos.y;
int16_t room_num = fx->room_number;
FLOOR_INFO* floor = GetFloor(x, y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, y, z, &room_num);
if (y >= GetHeight(floor, x, y, z) || y <= GetCeiling(floor, x, y, z)) {
return;
@ -528,7 +528,7 @@ void ControlNatlaGun(int16_t fx_num)
fx_num = CreateEffect(room_num);
if (fx_num != NO_ITEM) {
FX_INFO* newfx = &Effects[fx_num];
FX_INFO *newfx = &Effects[fx_num];
newfx->pos.x = x;
newfx->pos.y = y;
newfx->pos.z = z;

View file

@ -23,9 +23,9 @@ typedef enum {
BOAT_STOP = 3,
} BOAT_ANIM;
void ShutThatDoor(DOORPOS_DATA* d)
void ShutThatDoor(DOORPOS_DATA *d)
{
FLOOR_INFO* floor = d->floor;
FLOOR_INFO *floor = d->floor;
if (!floor) {
return;
}
@ -43,9 +43,9 @@ void ShutThatDoor(DOORPOS_DATA* d)
}
}
void OpenThatDoor(DOORPOS_DATA* d)
void OpenThatDoor(DOORPOS_DATA *d)
{
FLOOR_INFO* floor = d->floor;
FLOOR_INFO *floor = d->floor;
if (!floor) {
return;
}
@ -59,7 +59,7 @@ void OpenThatDoor(DOORPOS_DATA* d)
}
#ifdef T1M_FEAT_CHEATS
void OpenClosestDoors(ITEM_INFO* lara_item)
void OpenClosestDoors(ITEM_INFO *lara_item)
{
int16_t best_door = NO_ITEM;
int32_t best_dist = 0x7FFFFFFF;
@ -67,7 +67,7 @@ void OpenClosestDoors(ITEM_INFO* lara_item)
int16_t item_num = RoomInfo[lara_item->room_number].item_number;
while (item_num != NO_ITEM) {
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
int32_t x = (item->pos.x - lara_item->pos.x) >> 8;
int32_t y = (item->pos.y - lara_item->pos.y) >> 8;
int32_t z = (item->pos.z - lara_item->pos.z) >> 8;
@ -88,7 +88,7 @@ void OpenClosestDoors(ITEM_INFO* lara_item)
return;
}
ITEM_INFO* item = &Items[best_door];
ITEM_INFO *item = &Items[best_door];
if (!item->active) {
AddActiveItem(best_door);
item->touch_bits = 0;
@ -100,8 +100,8 @@ void OpenClosestDoors(ITEM_INFO* lara_item)
void InitialiseDoor(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
DOOR_DATA* door = game_malloc(sizeof(DOOR_DATA), GBUF_EXTRA_DOOR_STUFF);
ITEM_INFO *item = &Items[item_num];
DOOR_DATA *door = game_malloc(sizeof(DOOR_DATA), GBUF_EXTRA_DOOR_STUFF);
item->data = door;
int32_t dx = 0;
@ -116,8 +116,8 @@ void InitialiseDoor(int16_t item_num)
dy++;
}
ROOM_INFO* r;
ROOM_INFO* b;
ROOM_INFO *r;
ROOM_INFO *b;
int32_t x_floor;
int32_t y_floor;
int16_t room_num;
@ -223,8 +223,8 @@ void InitialiseDoor(int16_t item_num)
void DoorControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
DOOR_DATA* door = item->data;
ITEM_INFO *item = &Items[item_num];
DOOR_DATA *door = item->data;
if (TriggerActive(item)) {
if (item->current_anim_state == DOOR_CLOSED) {
@ -249,7 +249,7 @@ void DoorControl(int16_t item_num)
AnimateItem(item);
}
int32_t OnDrawBridge(ITEM_INFO* item, int32_t x, int32_t y)
int32_t OnDrawBridge(ITEM_INFO *item, int32_t x, int32_t y)
{
int32_t ix = item->pos.z >> WALL_SHIFT;
int32_t iy = item->pos.x >> WALL_SHIFT;
@ -275,7 +275,7 @@ int32_t OnDrawBridge(ITEM_INFO* item, int32_t x, int32_t y)
}
void DrawBridgeFloor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
if (item->current_anim_state != DOOR_OPEN) {
return;
@ -290,7 +290,7 @@ void DrawBridgeFloor(
}
void DrawBridgeCeiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
if (item->current_anim_state != DOOR_OPEN) {
return;
@ -305,16 +305,16 @@ void DrawBridgeCeiling(
}
void DrawBridgeCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->current_anim_state == DOOR_CLOSED) {
DoorCollision(item_num, lara_item, coll);
}
}
void BridgeFlatFloor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
if (y <= item->pos.y) {
*height = item->pos.y;
@ -322,14 +322,14 @@ void BridgeFlatFloor(
}
void BridgeFlatCeiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
if (y > item->pos.y) {
*height = item->pos.y + STEP_L;
}
}
int32_t GetOffset(ITEM_INFO* item, int32_t x, int32_t z)
int32_t GetOffset(ITEM_INFO *item, int32_t x, int32_t z)
{
if (item->pos.y_rot == 0) {
return (WALL_L - x) & (WALL_L - 1);
@ -343,7 +343,7 @@ int32_t GetOffset(ITEM_INFO* item, int32_t x, int32_t z)
}
void BridgeTilt1Floor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
int32_t level = item->pos.y + (GetOffset(item, x, z) >> 2);
if (y <= level) {
@ -352,7 +352,7 @@ void BridgeTilt1Floor(
}
void BridgeTilt1Ceiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
int32_t level = item->pos.y + (GetOffset(item, x, z) >> 2);
if (y > level) {
@ -361,7 +361,7 @@ void BridgeTilt1Ceiling(
}
void BridgeTilt2Floor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
int32_t level = item->pos.y + (GetOffset(item, x, z) >> 1);
if (y <= level) {
@ -370,7 +370,7 @@ void BridgeTilt2Floor(
}
void BridgeTilt2Ceiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
int32_t level = item->pos.y + (GetOffset(item, x, z) >> 1);
if (y > level) {
@ -380,7 +380,7 @@ void BridgeTilt2Ceiling(
void CogControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (TriggerActive(item)) {
item->goal_anim_state = DOOR_OPEN;
} else {
@ -398,7 +398,7 @@ void CogControl(int16_t item_num)
void CabinControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if ((item->flags & IF_CODE_BITS) == IF_CODE_BITS) {
switch (item->current_anim_state) {
@ -426,7 +426,7 @@ void CabinControl(int16_t item_num)
void BoatControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
switch (item->current_anim_state) {
case BOAT_SET:
@ -451,7 +451,7 @@ void ScionControl(int16_t item_num)
void Scion3Control(int16_t item_num)
{
static int32_t counter = 0;
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->hit_points > 0) {
counter = 0;
@ -463,7 +463,7 @@ void Scion3Control(int16_t item_num)
item->status = IS_INVISIBLE;
item->hit_points = DONT_TARGET;
int16_t room_num = item->room_number;
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
GetHeight(floor, item->pos.x, item->pos.y, item->pos.z);
TestTriggers(TriggerIndex, 1);
@ -473,7 +473,7 @@ void Scion3Control(int16_t item_num)
if (counter % 10 == 0) {
int16_t fx_num = CreateEffect(item->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = item->pos.x + (GetRandomControl() - 0x4000) / 32;
fx->pos.y = item->pos.y + (GetRandomControl() - 0x4000) / 256 - 500;
fx->pos.z = item->pos.z + (GetRandomControl() - 0x4000) / 32;
@ -495,7 +495,7 @@ void Scion3Control(int16_t item_num)
// original name: EarthQuake
void EarthQuakeControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (TriggerActive(item)) {
if (GetRandomDraw() < 0x100) {
Camera.bounce = -150;

View file

@ -4,35 +4,35 @@
#include "game/types.h"
#include <stdint.h>
void ShutThatDoor(DOORPOS_DATA* d);
void OpenThatDoor(DOORPOS_DATA* d);
void ShutThatDoor(DOORPOS_DATA *d);
void OpenThatDoor(DOORPOS_DATA *d);
void InitialiseDoor(int16_t item_num);
void DoorControl(int16_t item_num);
#ifdef T1M_FEAT_CHEATS
void OpenClosestDoors(ITEM_INFO* lara_item);
void OpenClosestDoors(ITEM_INFO *lara_item);
#endif
int32_t OnDrawBridge(ITEM_INFO* item, int32_t x, int32_t y);
int32_t OnDrawBridge(ITEM_INFO *item, int32_t x, int32_t y);
void DrawBridgeFloor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void DrawBridgeCeiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void DrawBridgeCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void BridgeFlatFloor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void BridgeFlatCeiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
int32_t GetOffset(ITEM_INFO* item, int32_t x, int32_t z);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
int32_t GetOffset(ITEM_INFO *item, int32_t x, int32_t z);
void BridgeTilt1Floor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void BridgeTilt1Ceiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void BridgeTilt2Floor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void BridgeTilt2Ceiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void CogControl(int16_t item_num);
void CabinControl(int16_t item_num);

View file

@ -13,11 +13,11 @@
#define PASSPORT_2FRONT IN_LEFT
#define PASSPORT_2BACK IN_RIGHT
static TEXTSTRING* PassportText1;
static TEXTSTRING *PassportText1;
static int32_t PassportMode;
// original name: do_inventory_options
void DoInventoryOptions(INVENTORY_ITEM* inv_item)
void DoInventoryOptions(INVENTORY_ITEM *inv_item)
{
switch (inv_item->object_number) {
case O_PASSPORT_OPTION:
@ -80,7 +80,7 @@ void DoInventoryOptions(INVENTORY_ITEM* inv_item)
}
}
void DoPassportOption(INVENTORY_ITEM* inv_item)
void DoPassportOption(INVENTORY_ITEM *inv_item)
{
T_RemovePrint(InvItemText[0]);
InvItemText[IT_NAME] = NULL;
@ -283,7 +283,7 @@ void DoPassportOption(INVENTORY_ITEM* inv_item)
}
// original name: do_gamma_option
void DoGammaOption(INVENTORY_ITEM* inv_item)
void DoGammaOption(INVENTORY_ITEM *inv_item)
{
if (CHK_ANY(Input, IN_LEFT)) {
IDelay = 1;
@ -322,7 +322,7 @@ void DoGammaOption(INVENTORY_ITEM* inv_item)
}
// original name: do_compass_option
void DoCompassOption(INVENTORY_ITEM* inv_item)
void DoCompassOption(INVENTORY_ITEM *inv_item)
{
if (CHK_ANY(InputDB, IN_DESELECT | IN_SELECT)) {
inv_item->goal_frame = inv_item->frames_total - 1;
@ -389,7 +389,7 @@ void S_ShowControls()
T_AddBackground(ControlText[1], hpos, vpos, 0, 0, 48, 0, 0, 0);
if (!CtrlTextB[0]) {
int16_t* layout = Layout[IConfig];
int16_t *layout = Layout[IConfig];
switch (HiRes) {
#ifndef T1M_FEAT_UI
@ -473,7 +473,7 @@ void S_ShowControls()
}
// original name: Init_Requester
void InitRequester(REQUEST_INFO* req)
void InitRequester(REQUEST_INFO *req)
{
req->heading = NULL;
req->background = NULL;

View file

@ -10,12 +10,12 @@
#define DisplayRequester ((int32_t (*)(REQUEST_INFO* req))0x0042F6F0)
// clang-format on
void DoInventoryOptions(INVENTORY_ITEM* inv_item);
void DoPassportOption(INVENTORY_ITEM* inv_item);
void DoGammaOption(INVENTORY_ITEM* inv_item);
void DoCompassOption(INVENTORY_ITEM* inv_item);
void DoInventoryOptions(INVENTORY_ITEM *inv_item);
void DoPassportOption(INVENTORY_ITEM *inv_item);
void DoGammaOption(INVENTORY_ITEM *inv_item);
void DoCompassOption(INVENTORY_ITEM *inv_item);
void S_ShowControls();
void InitRequester(REQUEST_INFO* req);
void InitRequester(REQUEST_INFO *req);
void T1MInjectGameOption();

View file

@ -130,7 +130,7 @@ static BITE_INFO CowboyGun1 = { 1, 200, 41, 5 };
static BITE_INFO CowboyGun2 = { -2, 200, 40, 8 };
static BITE_INFO BaldyGun = { -20, 440, 20, 9 };
int32_t Targetable(ITEM_INFO* item, AI_INFO* info)
int32_t Targetable(ITEM_INFO *item, AI_INFO *info)
{
if (!info->ahead || info->distance >= PEOPLE_SHOOT_RANGE) {
return 0;
@ -152,7 +152,7 @@ int32_t Targetable(ITEM_INFO* item, AI_INFO* info)
void ControlGunShot(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->counter--;
if (!fx->counter) {
KillEffect(fx_num);
@ -167,7 +167,7 @@ int16_t GunShot(
{
int16_t fx_num = CreateEffect(room_num);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = x;
fx->pos.y = y;
fx->pos.z = z;
@ -215,7 +215,7 @@ int16_t GunMiss(
}
int32_t ShotLara(
ITEM_INFO* item, int32_t distance, BITE_INFO* gun, int16_t extra_rotation)
ITEM_INFO *item, int32_t distance, BITE_INFO *gun, int16_t extra_rotation)
{
int32_t hit;
if (distance > PEOPLE_SHOOT_RANGE) {
@ -242,7 +242,7 @@ int32_t ShotLara(
void PeopleControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -251,7 +251,7 @@ void PeopleControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* person = item->data;
CREATURE_INFO *person = item->data;
int16_t head = 0;
int16_t angle = 0;
int16_t tilt = 0;
@ -365,7 +365,7 @@ void PeopleControl(int16_t item_num)
void PierreControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (PierreItem == NO_ITEM) {
PierreItem = item_num;
@ -384,7 +384,7 @@ void PierreControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* pierre = item->data;
CREATURE_INFO *pierre = item->data;
int16_t head = 0;
int16_t angle = 0;
int16_t tilt = 0;
@ -546,8 +546,8 @@ void PierreControl(int16_t item_num)
void ApeVault(int16_t item_num, int16_t angle)
{
ITEM_INFO* item = &Items[item_num];
CREATURE_INFO* ape = item->data;
ITEM_INFO *item = &Items[item_num];
CREATURE_INFO *ape = item->data;
if (ape->flags & APE_TURN_L_FLAG) {
item->pos.y_rot -= PHD_90;
@ -599,7 +599,7 @@ void ApeVault(int16_t item_num, int16_t angle)
void ApeControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -608,7 +608,7 @@ void ApeControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* ape = item->data;
CREATURE_INFO *ape = item->data;
int16_t head = 0;
int16_t angle = 0;
@ -738,8 +738,8 @@ void InitialiseSkateKid(int16_t item_num)
void SkateKidControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
CREATURE_INFO* kid = item->data;
ITEM_INFO *item = &Items[item_num];
CREATURE_INFO *kid = item->data;
int16_t head = 0;
int16_t angle = 0;
@ -831,7 +831,7 @@ void SkateKidControl(int16_t item_num)
CreatureAnimation(item_num, angle, 0);
}
void DrawSkateKid(ITEM_INFO* item)
void DrawSkateKid(ITEM_INFO *item)
{
DrawAnimatingItem(item);
int16_t anim = item->anim_number;
@ -847,7 +847,7 @@ void DrawSkateKid(ITEM_INFO* item)
void CowboyControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -856,7 +856,7 @@ void CowboyControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* cowboy = item->data;
CREATURE_INFO *cowboy = item->data;
int16_t head = 0;
int16_t angle = 0;
int16_t tilt = 0;
@ -974,7 +974,7 @@ void InitialiseBaldy(int16_t item_num)
void BaldyControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -983,7 +983,7 @@ void BaldyControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* baldy = item->data;
CREATURE_INFO *baldy = item->data;
int16_t head = 0;
int16_t angle = 0;
int16_t tilt = 0;

View file

@ -4,7 +4,7 @@
#include "game/types.h"
#include <stdint.h>
int32_t Targetable(ITEM_INFO* item, AI_INFO* info);
int32_t Targetable(ITEM_INFO *item, AI_INFO *info);
void ControlGunShot(int16_t fx_num);
int16_t GunShot(
int32_t x, int32_t y, int32_t z, int16_t speed, PHD_ANGLE y_rot,
@ -17,7 +17,7 @@ int16_t GunMiss(
int16_t room_num);
int32_t ShotLara(
ITEM_INFO* item, int32_t distance, BITE_INFO* gun, int16_t extra_rotation);
ITEM_INFO *item, int32_t distance, BITE_INFO *gun, int16_t extra_rotation);
void PeopleControl(int16_t item_num);
void PierreControl(int16_t item_num);
@ -26,7 +26,7 @@ void ApeControl(int16_t item_num);
void InitialiseSkateKid(int16_t item_num);
void SkateKidControl(int16_t item_num);
void DrawSkateKid(ITEM_INFO* item);
void DrawSkateKid(ITEM_INFO *item);
void CowboyControl(int16_t item_num);

View file

@ -145,7 +145,7 @@ static int32_t PickUpX;
static int32_t PickUpY;
static int32_t PickUpZ;
void AnimateLaraUntil(ITEM_INFO* lara_item, int32_t goal)
void AnimateLaraUntil(ITEM_INFO *lara_item, int32_t goal)
{
lara_item->goal_anim_state = goal;
do {
@ -153,9 +153,9 @@ void AnimateLaraUntil(ITEM_INFO* lara_item, int32_t goal)
} while (lara_item->current_anim_state != goal);
}
void PickUpCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void PickUpCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
item->pos.y_rot = lara_item->pos.y_rot;
item->pos.z_rot = 0;
@ -220,9 +220,9 @@ void PickUpCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
}
void PickUpScionCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
item->pos.y_rot = lara_item->pos.y_rot;
item->pos.x_rot = 0;
item->pos.z_rot = 0;
@ -257,9 +257,9 @@ void PickUpScionCollision(
}
void PickUpScion4Collision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
item->pos.y_rot = lara_item->pos.y_rot;
item->pos.x_rot = 0;
item->pos.z_rot = 0;
@ -284,9 +284,9 @@ void PickUpScion4Collision(
}
}
void MidasCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void MidasCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!lara_item->gravity_status && lara_item->current_anim_state == AS_STOP
&& lara_item->pos.x > item->pos.x - 512
@ -349,9 +349,9 @@ void MidasCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
}
}
void SwitchCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void SwitchCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!CHK_ANY(Input, IN_ACTION) || item->status != IS_NOT_ACTIVE
|| Lara.gun_status != LGS_ARMLESS || lara_item->gravity_status) {
@ -386,9 +386,9 @@ void SwitchCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
}
}
void SwitchCollision2(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void SwitchCollision2(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!CHK_ANY(Input, IN_ACTION) || item->status != IS_NOT_ACTIVE
|| Lara.water_status != LWS_UNDERWATER) {
@ -423,9 +423,9 @@ void SwitchCollision2(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
}
}
void KeyHoleCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void KeyHoleCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (lara_item->current_anim_state != AS_STOP) {
return;
@ -517,9 +517,9 @@ void KeyHoleCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
}
void PuzzleHoleCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (lara_item->current_anim_state == AS_USEPUZZLE) {
if (!TestLaraPosition(PuzzleHoleBounds, item, lara_item)) {
@ -638,7 +638,7 @@ void PuzzleHoleCollision(
void SwitchControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
item->flags |= IF_CODE_BITS;
if (!TriggerActive(item)) {
item->goal_anim_state = SS_ON;
@ -649,7 +649,7 @@ void SwitchControl(int16_t item_num)
int32_t SwitchTrigger(int16_t item_num, int16_t timer)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status != IS_DEACTIVATED) {
return 0;
}
@ -668,7 +668,7 @@ int32_t SwitchTrigger(int16_t item_num, int16_t timer)
int32_t KeyTrigger(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
#ifdef T1M_FEAT_OG_FIXES
if (item->status == IS_ACTIVE
&& (T1MConfig.fix_key_triggers ? Lara.gun_status != LGS_HANDSBUSY
@ -687,7 +687,7 @@ int32_t KeyTrigger(int16_t item_num)
int32_t PickupTrigger(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status != IS_INVISIBLE) {
return 0;
}
@ -696,10 +696,10 @@ int32_t PickupTrigger(int16_t item_num)
}
void PickUpSaveGameCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
#ifdef T1M_FEAT_SAVE_CRYSTALS
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
ObjectCollision(item_num, lara_item, coll);
if (!CHK_ANY(Input, IN_ACTION) || Lara.gun_status != LGS_ARMLESS

View file

@ -3,24 +3,24 @@
#include <stdint.h>
void AnimateLaraUntil(ITEM_INFO* lara_item, int32_t goal);
void PickUpCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void AnimateLaraUntil(ITEM_INFO *lara_item, int32_t goal);
void PickUpCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void PickUpScionCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void PickUpScion4Collision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void MidasCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void SwitchCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void SwitchCollision2(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void KeyHoleCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void MidasCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void SwitchCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void SwitchCollision2(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void KeyHoleCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void PuzzleHoleCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void SwitchControl(int16_t item_num);
int32_t SwitchTrigger(int16_t item_num, int16_t timer);
int32_t KeyTrigger(int16_t item_num);
int32_t PickupTrigger(int16_t item_num);
void PickUpSaveGameCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void InitialiseSaveGameItem(int16_t item_num);
void ControlSaveGameItem(int16_t item_num);

View file

@ -43,7 +43,7 @@ static BITE_INFO RatBite = { 0, -11, 108, 3 };
void RatControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -52,7 +52,7 @@ void RatControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* rat = item->data;
CREATURE_INFO *rat = item->data;
int16_t head = 0;
int16_t angle = 0;
@ -143,7 +143,7 @@ void RatControl(int16_t item_num)
void VoleControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {

View file

@ -1004,7 +1004,7 @@ void ObjectObjects()
void InitialiseObjects()
{
for (int i = 0; i < NUMBER_OBJECTS; i++) {
OBJECT_INFO* obj = &Objects[i];
OBJECT_INFO *obj = &Objects[i];
obj->intelligent = 0;
obj->save_position = 0;
obj->save_hitpoints = 0;

View file

@ -5,7 +5,7 @@
#include "game/vars.h"
#include "util.h"
int32_t TestCollision(ITEM_INFO* item, ITEM_INFO* lara_item)
int32_t TestCollision(ITEM_INFO *item, ITEM_INFO *lara_item)
{
SPHERE slist_baddie[34];
SPHERE slist_lara[34];
@ -15,12 +15,12 @@ int32_t TestCollision(ITEM_INFO* item, ITEM_INFO* lara_item)
int32_t num2 = GetSpheres(lara_item, slist_lara, 1);
for (int i = 0; i < num1; i++) {
SPHERE* ptr1 = &slist_baddie[i];
SPHERE *ptr1 = &slist_baddie[i];
if (ptr1->r <= 0) {
continue;
}
for (int j = 0; j < num2; j++) {
SPHERE* ptr2 = &slist_lara[j];
SPHERE *ptr2 = &slist_lara[j];
if (ptr2->r <= 0) {
continue;
}
@ -41,7 +41,7 @@ int32_t TestCollision(ITEM_INFO* item, ITEM_INFO* lara_item)
return flags;
}
int32_t GetSpheres(ITEM_INFO* item, SPHERE* ptr, int32_t world_space)
int32_t GetSpheres(ITEM_INFO *item, SPHERE *ptr, int32_t world_space)
{
static int16_t null_rotation[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
@ -70,18 +70,18 @@ int32_t GetSpheres(ITEM_INFO* item, SPHERE* ptr, int32_t world_space)
phd_RotYXZ(item->pos.y_rot, item->pos.x_rot, item->pos.z_rot);
int16_t* frame = GetBestFrame(item);
int16_t *frame = GetBestFrame(item);
phd_TranslateRel(
frame[FRAME_POS_X], frame[FRAME_POS_Y], frame[FRAME_POS_Z]);
int32_t* packed_rotation = (int32_t*)(frame + FRAME_ROT);
int32_t *packed_rotation = (int32_t *)(frame + FRAME_ROT);
phd_RotYXZpack(*packed_rotation++);
OBJECT_INFO* object = &Objects[item->object_number];
int16_t** meshpp = &Meshes[object->mesh_index];
int32_t* bone = &AnimBones[object->bone_index];
OBJECT_INFO *object = &Objects[item->object_number];
int16_t **meshpp = &Meshes[object->mesh_index];
int32_t *bone = &AnimBones[object->bone_index];
int16_t* objptr = *meshpp++;
int16_t *objptr = *meshpp++;
phd_PushMatrix();
phd_TranslateRel(objptr[0], objptr[1], objptr[2]);
ptr->x = x + (PhdMatrixPtr->_03 >> W2V_SHIFT);
@ -91,7 +91,7 @@ int32_t GetSpheres(ITEM_INFO* item, SPHERE* ptr, int32_t world_space)
ptr++;
phd_PopMatrix();
int16_t* extra_rotation = item->data ? item->data : &null_rotation;
int16_t *extra_rotation = item->data ? item->data : &null_rotation;
for (int i = 1; i < object->nmeshes; i++) {
int32_t bone_extra_flags = bone[0];
if (bone_extra_flags & BEB_POP) {
@ -131,9 +131,9 @@ int32_t GetSpheres(ITEM_INFO* item, SPHERE* ptr, int32_t world_space)
return object->nmeshes;
}
void GetJointAbsPosition(ITEM_INFO* item, PHD_VECTOR* vec, int32_t joint)
void GetJointAbsPosition(ITEM_INFO *item, PHD_VECTOR *vec, int32_t joint)
{
OBJECT_INFO* object = &Objects[item->object_number];
OBJECT_INFO *object = &Objects[item->object_number];
phd_PushUnitMatrix();
PhdMatrixPtr->_03 = 0;
@ -142,16 +142,16 @@ void GetJointAbsPosition(ITEM_INFO* item, PHD_VECTOR* vec, int32_t joint)
phd_RotYXZ(item->pos.y_rot, item->pos.x_rot, item->pos.z_rot);
int16_t* frame = GetBestFrame(item);
int16_t *frame = GetBestFrame(item);
phd_TranslateRel(
frame[FRAME_POS_X], frame[FRAME_POS_Y], frame[FRAME_POS_Z]);
int32_t* packed_rotation = (int32_t*)(frame + FRAME_ROT);
int32_t *packed_rotation = (int32_t *)(frame + FRAME_ROT);
phd_RotYXZpack(*packed_rotation++);
int32_t* bone = &AnimBones[object->bone_index];
int32_t *bone = &AnimBones[object->bone_index];
int16_t* extra_rotation = (int16_t*)item->data;
int16_t *extra_rotation = (int16_t *)item->data;
for (int i = 0; i < joint; i++) {
int32_t bone_extra_flags = bone[0];
if (bone_extra_flags & BEB_POP) {
@ -184,7 +184,7 @@ void GetJointAbsPosition(ITEM_INFO* item, PHD_VECTOR* vec, int32_t joint)
phd_PopMatrix();
}
void BaddieBiteEffect(ITEM_INFO* item, BITE_INFO* bite)
void BaddieBiteEffect(ITEM_INFO *item, BITE_INFO *bite)
{
PHD_VECTOR pos;
pos.x = bite->x;

View file

@ -4,10 +4,10 @@
#include "game/types.h"
#include <stdint.h>
int32_t TestCollision(ITEM_INFO* item, ITEM_INFO* lara_item);
int32_t GetSpheres(ITEM_INFO* item, SPHERE* slist, int32_t world_space);
void GetJointAbsPosition(ITEM_INFO* item, PHD_VECTOR* vec, int32_t joint);
void BaddieBiteEffect(ITEM_INFO* item, BITE_INFO* bite);
int32_t TestCollision(ITEM_INFO *item, ITEM_INFO *lara_item);
int32_t GetSpheres(ITEM_INFO *item, SPHERE *slist, int32_t world_space);
void GetJointAbsPosition(ITEM_INFO *item, PHD_VECTOR *vec, int32_t joint);
void BaddieBiteEffect(ITEM_INFO *item, BITE_INFO *bite);
void T1MInjectGameSphere();

View file

@ -50,7 +50,7 @@ static int8_t TextRemapASCII[95] = {
100 /*{*/, 101 /*|*/, 102 /*}*/, 67 /*~*/
};
int T_GetStringLen(const char* string)
int T_GetStringLen(const char *string)
{
int len = 1;
while (*string++) {
@ -67,14 +67,14 @@ void T_InitPrint()
TextStringCount = 0;
}
TEXTSTRING*
T_Print(int16_t xpos, int16_t ypos, int16_t zpos, const char* string)
TEXTSTRING *
T_Print(int16_t xpos, int16_t ypos, int16_t zpos, const char *string)
{
if (TextStringCount == MAX_TEXT_STRINGS) {
return NULL;
}
TEXTSTRING* result = &TextInfoTable[0];
TEXTSTRING *result = &TextInfoTable[0];
int n;
for (n = 0; n < MAX_TEXT_STRINGS; n++) {
if (!(result->flags & TF_ACTIVE)) {
@ -122,7 +122,7 @@ T_Print(int16_t xpos, int16_t ypos, int16_t zpos, const char* string)
return result;
}
void T_ChangeText(TEXTSTRING* textstring, const char* string)
void T_ChangeText(TEXTSTRING *textstring, const char *string)
{
if (!(textstring->flags & TF_ACTIVE)) {
return;
@ -133,13 +133,13 @@ void T_ChangeText(TEXTSTRING* textstring, const char* string)
}
}
void T_SetScale(TEXTSTRING* textstring, int32_t scale_h, int32_t scale_v)
void T_SetScale(TEXTSTRING *textstring, int32_t scale_h, int32_t scale_v)
{
textstring->scale_h = scale_h;
textstring->scale_v = scale_v;
}
void T_FlashText(TEXTSTRING* textstring, int16_t b, int16_t rate)
void T_FlashText(TEXTSTRING *textstring, int16_t b, int16_t rate)
{
if (b) {
textstring->flags |= TF_FLASH;
@ -151,8 +151,8 @@ void T_FlashText(TEXTSTRING* textstring, int16_t b, int16_t rate)
}
void T_AddBackground(
TEXTSTRING* textstring, int16_t xsize, int16_t ysize, int16_t xoff,
int16_t yoff, int16_t zoff, int16_t colour, SG_COL* gourptr, int16_t flags)
TEXTSTRING *textstring, int16_t xsize, int16_t ysize, int16_t xoff,
int16_t yoff, int16_t zoff, int16_t colour, SG_COL *gourptr, int16_t flags)
{
textstring->flags |= TF_BGND;
textstring->bgnd_size_x = xsize;
@ -165,13 +165,13 @@ void T_AddBackground(
textstring->bgnd_flags = flags;
}
void T_RemoveBackground(TEXTSTRING* textstring)
void T_RemoveBackground(TEXTSTRING *textstring)
{
textstring->flags &= ~TF_BGND;
}
void T_AddOutline(
TEXTSTRING* textstring, int16_t b, int16_t colour, SG_COL* gourptr,
TEXTSTRING *textstring, int16_t b, int16_t colour, SG_COL *gourptr,
int16_t flags)
{
textstring->flags |= TF_OUTLINE;
@ -180,12 +180,12 @@ void T_AddOutline(
textstring->outl_flags = flags;
}
void T_RemoveOutline(TEXTSTRING* textstring)
void T_RemoveOutline(TEXTSTRING *textstring)
{
textstring->flags &= ~TF_OUTLINE;
}
void T_CentreH(TEXTSTRING* textstring, int16_t b)
void T_CentreH(TEXTSTRING *textstring, int16_t b)
{
if (b) {
textstring->flags |= TF_CENTRE_H;
@ -194,7 +194,7 @@ void T_CentreH(TEXTSTRING* textstring, int16_t b)
}
}
void T_CentreV(TEXTSTRING* textstring, int16_t b)
void T_CentreV(TEXTSTRING *textstring, int16_t b)
{
if (b) {
textstring->flags |= TF_CENTRE_V;
@ -203,7 +203,7 @@ void T_CentreV(TEXTSTRING* textstring, int16_t b)
}
}
void T_RightAlign(TEXTSTRING* textstring, int16_t b)
void T_RightAlign(TEXTSTRING *textstring, int16_t b)
{
if (b) {
textstring->flags |= TF_RIGHT;
@ -212,7 +212,7 @@ void T_RightAlign(TEXTSTRING* textstring, int16_t b)
}
}
void T_BottomAlign(TEXTSTRING* textstring, int16_t b)
void T_BottomAlign(TEXTSTRING *textstring, int16_t b)
{
if (b) {
textstring->flags |= TF_BOTTOM;
@ -221,10 +221,10 @@ void T_BottomAlign(TEXTSTRING* textstring, int16_t b)
}
}
int32_t T_GetTextWidth(TEXTSTRING* textstring)
int32_t T_GetTextWidth(TEXTSTRING *textstring)
{
int width = 0;
char* ptr = textstring->string;
char *ptr = textstring->string;
for (char letter = *ptr; *ptr; letter = *ptr++) {
if (letter == 0x7F || (letter > 10 && letter < 32)) {
continue;
@ -252,7 +252,7 @@ int32_t T_GetTextWidth(TEXTSTRING* textstring)
return width;
}
void T_RemovePrint(TEXTSTRING* textstring)
void T_RemovePrint(TEXTSTRING *textstring)
{
if (!textstring) {
return;
@ -273,7 +273,7 @@ void T_DrawText()
{
// TombATI FPS counter, pretty pointless IMO as it always shows 30 for me.
// Additionally, it's not present in TR2+.
static TEXTSTRING* fps_text = NULL;
static TEXTSTRING *fps_text = NULL;
static char fps_buf[20];
static int fps_counter1 = 0;
static int fps_counter2 = 0;
@ -309,14 +309,14 @@ void T_DrawText()
}
for (int i = 0; i < MAX_TEXT_STRINGS; i++) {
TEXTSTRING* textstring = &TextInfoTable[i];
TEXTSTRING *textstring = &TextInfoTable[i];
if (textstring->flags & TF_ACTIVE) {
T_DrawThisText(textstring);
}
}
}
void T_DrawThisText(TEXTSTRING* textstring)
void T_DrawThisText(TEXTSTRING *textstring)
{
int sx, sy, sh, sv;
if (textstring->flags & TF_FLASH) {
@ -328,7 +328,7 @@ void T_DrawThisText(TEXTSTRING* textstring)
}
}
char* string = textstring->string;
char *string = textstring->string;
int xpos = textstring->xpos;
int ypos = textstring->ypos;
int zpos = textstring->zpos;

View file

@ -5,28 +5,28 @@
#include <stdint.h>
void T_InitPrint();
TEXTSTRING*
T_Print(int16_t xpos, int16_t ypos, int16_t zpos, const char* string);
void T_ChangeText(TEXTSTRING* textstring, const char* string);
void T_SetScale(TEXTSTRING* textstring, int32_t scale_h, int32_t scale_v);
void T_FlashText(TEXTSTRING* textstring, int16_t b, int16_t rate);
TEXTSTRING *
T_Print(int16_t xpos, int16_t ypos, int16_t zpos, const char *string);
void T_ChangeText(TEXTSTRING *textstring, const char *string);
void T_SetScale(TEXTSTRING *textstring, int32_t scale_h, int32_t scale_v);
void T_FlashText(TEXTSTRING *textstring, int16_t b, int16_t rate);
void T_AddBackground(
TEXTSTRING* textstring, int16_t xsize, int16_t ysize, int16_t xoff,
int16_t yoff, int16_t zoff, int16_t colour, SG_COL* gourptr, int16_t flags);
void T_RemoveBackground(TEXTSTRING* textstring);
TEXTSTRING *textstring, int16_t xsize, int16_t ysize, int16_t xoff,
int16_t yoff, int16_t zoff, int16_t colour, SG_COL *gourptr, int16_t flags);
void T_RemoveBackground(TEXTSTRING *textstring);
void T_AddOutline(
TEXTSTRING* textstring, int16_t b, int16_t colour, SG_COL* gourptr,
TEXTSTRING *textstring, int16_t b, int16_t colour, SG_COL *gourptr,
int16_t flags);
void T_RemoveOutline(TEXTSTRING* textstring);
void T_CentreH(TEXTSTRING* textstring, int16_t b);
void T_CentreV(TEXTSTRING* textstring, int16_t b);
void T_RightAlign(TEXTSTRING* textstring, int16_t b);
void T_BottomAlign(TEXTSTRING* textstring, int16_t b);
int32_t T_GetTextWidth(TEXTSTRING* textstring);
void T_RemovePrint(TEXTSTRING* textstring);
void T_RemoveOutline(TEXTSTRING *textstring);
void T_CentreH(TEXTSTRING *textstring, int16_t b);
void T_CentreV(TEXTSTRING *textstring, int16_t b);
void T_RightAlign(TEXTSTRING *textstring, int16_t b);
void T_BottomAlign(TEXTSTRING *textstring, int16_t b);
int32_t T_GetTextWidth(TEXTSTRING *textstring);
void T_RemovePrint(TEXTSTRING *textstring);
void T_RemoveAllPrints();
void T_DrawText();
void T_DrawThisText(TEXTSTRING* textstring);
void T_DrawThisText(TEXTSTRING *textstring);
void T1MInjectGameText();

View file

@ -41,8 +41,8 @@ static BITE_INFO Teeth3B = { 71, -10, -1718, 1 };
void InitialiseRollingBall(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
GAME_VECTOR* old = game_malloc(sizeof(GAME_VECTOR), GBUF_ROLLINGBALL_STUFF);
ITEM_INFO *item = &Items[item_num];
GAME_VECTOR *old = game_malloc(sizeof(GAME_VECTOR), GBUF_ROLLINGBALL_STUFF);
item->data = old;
old->x = item->pos.x;
old->y = item->pos.y;
@ -52,7 +52,7 @@ void InitialiseRollingBall(int16_t item_num)
void RollingBallControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_ACTIVE) {
if (item->pos.y < item->floor) {
if (!item->gravity_status) {
@ -68,7 +68,7 @@ void RollingBallControl(int16_t item_num)
AnimateItem(item);
int16_t room_num = item->room_number;
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
if (item->room_number != room_num) {
ItemNewRoom(item_num, room_num);
@ -100,13 +100,13 @@ void RollingBallControl(int16_t item_num)
}
} else if (item->status == IS_DEACTIVATED && !TriggerActive(item)) {
item->status = IS_NOT_ACTIVE;
GAME_VECTOR* old = item->data;
GAME_VECTOR *old = item->data;
item->pos.x = old->x;
item->pos.y = old->y;
item->pos.z = old->z;
if (item->room_number != old->room_number) {
RemoveDrawnItem(item_num);
ROOM_INFO* r = &RoomInfo[old->room_number];
ROOM_INFO *r = &RoomInfo[old->room_number];
item->next_item = r->item_number;
r->item_number = item_num;
item->room_number = old->room_number;
@ -123,9 +123,9 @@ void RollingBallControl(int16_t item_num)
}
void RollingBallCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status != IS_ACTIVE) {
if (item->status != IS_INVISIBLE) {
@ -189,9 +189,9 @@ void RollingBallCollision(
}
}
void SpikeCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void SpikeCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (lara_item->hit_points < 0) {
return;
}
@ -234,7 +234,7 @@ void SpikeCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
void TrapDoorControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (TriggerActive(item)) {
if (item->current_anim_state == DOOR_CLOSED) {
item->goal_anim_state = DOOR_OPEN;
@ -246,7 +246,7 @@ void TrapDoorControl(int16_t item_num)
}
void TrapDoorFloor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
if (!OnTrapDoor(item, x, z)) {
return;
@ -258,7 +258,7 @@ void TrapDoorFloor(
}
void TrapDoorCeiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
if (!OnTrapDoor(item, x, z)) {
return;
@ -269,7 +269,7 @@ void TrapDoorCeiling(
}
}
int32_t OnTrapDoor(ITEM_INFO* item, int32_t x, int32_t z)
int32_t OnTrapDoor(ITEM_INFO *item, int32_t x, int32_t z)
{
x >>= WALL_SHIFT;
z >>= WALL_SHIFT;
@ -293,7 +293,7 @@ int32_t OnTrapDoor(ITEM_INFO* item, int32_t x, int32_t z)
// original name: Pendulum
void PendulumControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (TriggerActive(item)) {
if (item->current_anim_state == TRAP_SET) {
@ -315,7 +315,7 @@ void PendulumControl(int16_t item_num)
DoBloodSplat(x, y, z, LaraItem->speed, d, LaraItem->room_number);
}
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &item->room_number);
item->floor = GetHeight(floor, item->pos.x, item->pos.y, item->pos.z);
@ -325,7 +325,7 @@ void PendulumControl(int16_t item_num)
// original name: FallingBlock
void FallingBlockControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
switch (item->current_anim_state) {
case TRAP_SET:
@ -356,7 +356,7 @@ void FallingBlockControl(int16_t item_num)
}
int16_t room_num = item->room_number;
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
if (item->room_number != room_num) {
ItemNewRoom(item_num, room_num);
@ -374,7 +374,7 @@ void FallingBlockControl(int16_t item_num)
}
void FallingBlockFloor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
if (y <= item->pos.y - STEP_L * 2
&& (item->current_anim_state == TRAP_SET
@ -384,7 +384,7 @@ void FallingBlockFloor(
}
void FallingBlockCeiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height)
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height)
{
if (y > item->pos.y - STEP_L * 2
&& (item->current_anim_state == TRAP_SET
@ -396,7 +396,7 @@ void FallingBlockCeiling(
// original name: TeethTrap
void TeethTrapControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (TriggerActive(item)) {
item->goal_anim_state = TT_NASTY;
if (item->touch_bits && item->current_anim_state == TT_NASTY) {
@ -418,7 +418,7 @@ void TeethTrapControl(int16_t item_num)
// original name: FallingCeiling
void FallingCeilingControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->current_anim_state == TRAP_SET) {
item->goal_anim_state = TRAP_ACTIVATE;
item->gravity_status = 1;
@ -441,7 +441,7 @@ void FallingCeilingControl(int16_t item_num)
void InitialiseDamoclesSword(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
item->pos.y_rot = GetRandomControl();
item->required_anim_state = (GetRandomControl() - 0x4000) / 16;
item->fall_speed = 50;
@ -449,7 +449,7 @@ void InitialiseDamoclesSword(int16_t item_num)
void DamoclesSwordControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->gravity_status) {
item->pos.y_rot += item->required_anim_state;
item->fall_speed += item->fall_speed < FASTFALL_SPEED ? GRAVITY : 1;
@ -480,9 +480,9 @@ void DamoclesSwordControl(int16_t item_num)
}
void DamoclesSwordCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll)
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (!TestBoundsCollide(item, lara_item, coll->radius)) {
return;
}
@ -501,7 +501,7 @@ void DamoclesSwordCollision(
void DartEmitterControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (TriggerActive(item)) {
if (item->current_anim_state == DE_IDLE) {
@ -517,7 +517,7 @@ void DartEmitterControl(int16_t item_num)
&& item->frame_number == Anims[item->anim_number].frame_base) {
int16_t dart_item_num = CreateItem();
if (dart_item_num != NO_ITEM) {
ITEM_INFO* dart = &Items[dart_item_num];
ITEM_INFO *dart = &Items[dart_item_num];
dart->object_number = O_DARTS;
dart->room_number = item->room_number;
dart->shade = -1;
@ -549,7 +549,7 @@ void DartEmitterControl(int16_t item_num)
int16_t fx_num = CreateEffect(dart->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos = dart->pos;
fx->speed = 0;
fx->frame_number = 0;
@ -564,7 +564,7 @@ void DartEmitterControl(int16_t item_num)
void DartsControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->touch_bits) {
LaraItem->hit_points -= 50;
LaraItem->hit_status = 1;
@ -575,7 +575,7 @@ void DartsControl(int16_t item_num)
AnimateItem(item);
int16_t room_num = item->room_number;
FLOOR_INFO* floor =
FLOOR_INFO *floor =
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
if (item->room_number != room_num) {
ItemNewRoom(item_num, room_num);
@ -586,7 +586,7 @@ void DartsControl(int16_t item_num)
KillItem(item_num);
int16_t fx_num = CreateEffect(item->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos = item->pos;
fx->speed = 0;
fx->counter = 6;
@ -598,7 +598,7 @@ void DartsControl(int16_t item_num)
void DartEffectControl(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->counter++;
if (fx->counter >= 3) {
fx->counter = 0;
@ -611,12 +611,12 @@ void DartEffectControl(int16_t fx_num)
void FlameEmitterControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (TriggerActive(item)) {
if (!item->data) {
int16_t fx_num = CreateEffect(item->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = item->pos.x;
fx->pos.y = item->pos.y;
fx->pos.z = item->pos.z;
@ -624,7 +624,7 @@ void FlameEmitterControl(int16_t item_num)
fx->object_number = O_FLAME;
fx->counter = 0;
}
item->data = (void*)(fx_num + 1);
item->data = (void *)(fx_num + 1);
}
} else if (item->data) {
StopSoundEffect(150, NULL);
@ -635,7 +635,7 @@ void FlameEmitterControl(int16_t item_num)
void FlameControl(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->frame_number--;
if (fx->frame_number <= Objects[O_FLAME].nmeshes) {
@ -659,7 +659,7 @@ void FlameControl(int16_t fx_num)
fx->pos.z = 0;
}
GetJointAbsPosition(LaraItem, (PHD_VECTOR*)&fx->pos, -1 - fx->counter);
GetJointAbsPosition(LaraItem, (PHD_VECTOR *)&fx->pos, -1 - fx->counter);
#ifdef T1M_FEAT_OG_FIXES
int32_t y = GetWaterHeight(
@ -713,7 +713,7 @@ void FlameControl(int16_t fx_num)
}
}
void LavaBurn(ITEM_INFO* item)
void LavaBurn(ITEM_INFO *item)
{
#ifdef T1M_FEAT_CHEATS
if (Lara.water_status == LWS_CHEAT) {
@ -726,7 +726,7 @@ void LavaBurn(ITEM_INFO* item)
}
int16_t room_num = item->room_number;
FLOOR_INFO* floor = GetFloor(item->pos.x, 32000, item->pos.z, &room_num);
FLOOR_INFO *floor = GetFloor(item->pos.x, 32000, item->pos.z, &room_num);
if (item->floor != GetHeight(floor, item->pos.x, 32000, item->pos.z)) {
return;
@ -737,7 +737,7 @@ void LavaBurn(ITEM_INFO* item)
for (int i = 0; i < 10; i++) {
int16_t fx_num = CreateEffect(item->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->object_number = O_FLAME;
fx->frame_number =
(Objects[O_FLAME].nmeshes * GetRandomControl()) / 0x7FFF;
@ -749,10 +749,10 @@ void LavaBurn(ITEM_INFO* item)
// original name: LavaSpray
void LavaEmitterControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
int16_t fx_num = CreateEffect(item->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x = item->pos.x;
fx->pos.y = item->pos.y;
fx->pos.z = item->pos.z;
@ -768,14 +768,14 @@ void LavaEmitterControl(int16_t item_num)
// original name: ControlLavaBlob
void LavaControl(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.z += (fx->speed * phd_cos(fx->pos.y_rot)) >> W2V_SHIFT;
fx->pos.x += (fx->speed * phd_sin(fx->pos.y_rot)) >> W2V_SHIFT;
fx->fall_speed += GRAVITY;
fx->pos.y += fx->fall_speed;
int16_t room_num = fx->room_number;
FLOOR_INFO* floor = GetFloor(fx->pos.x, fx->pos.y, fx->pos.z, &room_num);
FLOOR_INFO *floor = GetFloor(fx->pos.x, fx->pos.y, fx->pos.z, &room_num);
if (fx->pos.y >= GetHeight(floor, fx->pos.x, fx->pos.y, fx->pos.z)
|| fx->pos.y < GetCeiling(floor, fx->pos.x, fx->pos.y, fx->pos.z)) {
KillEffect(fx_num);
@ -791,7 +791,7 @@ void LavaControl(int16_t fx_num)
// original name: LavaWedge
void LavaWedgeControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
int16_t room_num = item->room_number;
GetFloor(item->pos.x, item->pos.y, item->pos.z, &room_num);
@ -822,7 +822,7 @@ void LavaWedgeControl(int16_t item_num)
break;
}
FLOOR_INFO* floor = GetFloor(x, item->pos.y, z, &room_num);
FLOOR_INFO *floor = GetFloor(x, item->pos.y, z, &room_num);
if (GetHeight(floor, x, item->pos.y, z) != item->pos.y) {
item->status = IS_DEACTIVATED;
}

View file

@ -7,32 +7,32 @@
void InitialiseRollingBall(int16_t item_num);
void RollingBallControl(int16_t item_num);
void RollingBallCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
void SpikeCollision(int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void SpikeCollision(int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void TrapDoorControl(int16_t item_num);
void TrapDoorFloor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void TrapDoorCeiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
int32_t OnTrapDoor(ITEM_INFO* item, int32_t x, int32_t z);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
int32_t OnTrapDoor(ITEM_INFO *item, int32_t x, int32_t z);
void PendulumControl(int16_t item_num);
void FallingBlockControl(int16_t item_num);
void FallingBlockFloor(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void FallingBlockCeiling(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
void TeethTrapControl(int16_t item_num);
void FallingCeilingControl(int16_t item_num);
void InitialiseDamoclesSword(int16_t item_num);
void DamoclesSwordControl(int16_t item_num);
void DamoclesSwordCollision(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
void DartEmitterControl(int16_t item_num);
void DartsControl(int16_t item_num);
void DartEffectControl(int16_t fx_num);
void FlameEmitterControl(int16_t item_num);
void FlameControl(int16_t fx_num);
void LavaBurn(ITEM_INFO* item);
void LavaBurn(ITEM_INFO *item);
void LavaEmitterControl(int16_t item_num);
void LavaControl(int16_t fx_num);
void LavaWedgeControl(int16_t item_num);

View file

@ -823,7 +823,7 @@ typedef struct {
} FLOOR_INFO;
typedef struct {
/* 0000 */ FLOOR_INFO* floor;
/* 0000 */ FLOOR_INFO *floor;
/* 0004 */ FLOOR_INFO data;
/* 000C */ int16_t block;
/* 000E end */
@ -857,11 +857,11 @@ typedef struct {
} MESH_INFO;
typedef struct {
/* 0000 */ int16_t* data;
/* 0004 */ DOOR_INFOS* doors;
/* 0008 */ FLOOR_INFO* floor;
/* 000C */ LIGHT_INFO* light;
/* 0010 */ MESH_INFO* mesh;
/* 0000 */ int16_t *data;
/* 0004 */ DOOR_INFOS *doors;
/* 0008 */ FLOOR_INFO *floor;
/* 000C */ LIGHT_INFO *light;
/* 0010 */ MESH_INFO *mesh;
/* 0014 */ int32_t x;
/* 0018 */ int32_t y;
/* 001C */ int32_t z;
@ -914,7 +914,7 @@ typedef struct {
/* 0026 */ int16_t timer;
/* 0028 */ int16_t flags;
/* 002A */ int16_t shade;
/* 002C */ void* data;
/* 002C */ void *data;
/* 0030 */ PHD_3DPOS pos;
/* 0042 */ uint16_t active : 1;
/* */ uint16_t status : 2;
@ -926,7 +926,7 @@ typedef struct {
} ITEM_INFO;
typedef struct {
/* 0000 */ int16_t* frame_base;
/* 0000 */ int16_t *frame_base;
/* 0004 */ int16_t frame_number;
/* 0006 */ int16_t lock;
/* 0008 */ PHD_ANGLE y_rot;
@ -952,7 +952,7 @@ typedef struct {
} BOX_NODE;
typedef struct {
/* 0000 */ BOX_NODE* node;
/* 0000 */ BOX_NODE *node;
/* 0004 */ int16_t head;
/* 0006 */ int16_t tail;
/* 0008 */ uint16_t search_number;
@ -996,10 +996,10 @@ typedef struct {
/* 0016 */ int16_t death_count;
/* 0018 */ int16_t current_active;
/* 001A */ int16_t spaz_effect_count;
/* 001C */ FX_INFO* spaz_effect;
/* 001C */ FX_INFO *spaz_effect;
/* 0020 */ int32_t mesh_effects;
/* 0024 */ int16_t* mesh_ptrs[LM_NUMBER_OF];
/* 0060 */ ITEM_INFO* target;
/* 0024 */ int16_t *mesh_ptrs[LM_NUMBER_OF];
/* 0060 */ ITEM_INFO *target;
/* 0064 */ PHD_ANGLE target_angles[2];
/* 0068 */ int16_t turn_rate;
/* 006A */ int16_t move_angle;
@ -1075,9 +1075,9 @@ typedef struct {
/* 0014 */ int16_t flash_rate;
/* 0016 */ int16_t flash_count;
/* 0018 */ int16_t bgnd_colour;
/* 001A */ SG_COL* bgnd_gour;
/* 001A */ SG_COL *bgnd_gour;
/* 001E */ int16_t outl_colour;
/* 0020 */ SG_COL* outl_gour;
/* 0020 */ SG_COL *outl_gour;
/* 0024 */ int16_t bgnd_size_x;
/* 0026 */ int16_t bgnd_size_y;
/* 0028 */ int16_t bgnd_off_x;
@ -1085,7 +1085,7 @@ typedef struct {
/* 002C */ int16_t bgnd_off_z;
/* 002E */ int32_t scale_h;
/* 0032 */ int32_t scale_v;
/* 0034 */ char* string;
/* 0034 */ char *string;
/* 0038 end */
} TEXTSTRING;
@ -1129,7 +1129,7 @@ typedef struct {
/* 004C */ int16_t facing;
/* 004E */ int16_t quadrant;
/* 0050 */ int16_t coll_type;
/* 0052 */ int16_t* trigger;
/* 0052 */ int16_t *trigger;
/* 0056 */ int8_t tilt_x;
/* 0057 */ int8_t tilt_z;
/* 0058 */ int8_t hit_by_baddie;
@ -1146,16 +1146,16 @@ typedef struct {
/* 0000 */ int16_t nmeshes;
/* 0002 */ int16_t mesh_index;
/* 0004 */ int32_t bone_index;
/* 0008 */ int16_t* frame_base;
/* 0008 */ int16_t *frame_base;
/* 000C */ void (*initialise)(int16_t item_num);
/* 0010 */ void (*control)(int16_t item_num);
/* 0014 */ void (*floor)(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
/* 0018 */ void (*ceiling)(
ITEM_INFO* item, int32_t x, int32_t y, int32_t z, int16_t* height);
/* 001C */ void (*draw_routine)(ITEM_INFO* item);
ITEM_INFO *item, int32_t x, int32_t y, int32_t z, int16_t *height);
/* 001C */ void (*draw_routine)(ITEM_INFO *item);
/* 0020 */ void (*collision)(
int16_t item_num, ITEM_INFO* lara_item, COLL_INFO* coll);
int16_t item_num, ITEM_INFO *lara_item, COLL_INFO *coll);
/* 0024 */ int16_t anim_index;
/* 0026 */ int16_t hit_points;
/* 0028 */ int16_t pivot_length;
@ -1240,14 +1240,14 @@ typedef struct {
/* 004E */ int16_t last;
/* 0050 */ int16_t timer;
/* 0052 */ int16_t speed;
/* 0054 */ ITEM_INFO* item;
/* 0058 */ ITEM_INFO* last_item;
/* 005C */ OBJECT_VECTOR* fixed;
/* 0054 */ ITEM_INFO *item;
/* 0058 */ ITEM_INFO *last_item;
/* 005C */ OBJECT_VECTOR *fixed;
/* 0060 end */
} CAMERA_INFO;
typedef struct {
/* 0000 */ int16_t* frame_ptr;
/* 0000 */ int16_t *frame_ptr;
/* 0004 */ int16_t interpolation;
/* 0006 */ int16_t current_anim_state;
/* 0008 */ int32_t velocity;
@ -1405,13 +1405,13 @@ typedef struct {
/* 0010 */ int16_t y;
/* 0012 */ int16_t z;
/* 0014 */ int32_t item_heading;
/* 0018 */ char* item_texts;
/* 0018 */ char *item_texts;
/* 001C */ int16_t item_text_len;
/* 001E */ TEXTSTRING* heading;
/* 0022 */ TEXTSTRING* background;
/* 0026 */ TEXTSTRING* moreup;
/* 002A */ TEXTSTRING* moredown;
/* 002E */ TEXTSTRING* texts[MAX_REQLINES];
/* 001E */ TEXTSTRING *heading;
/* 0022 */ TEXTSTRING *background;
/* 0026 */ TEXTSTRING *moreup;
/* 002A */ TEXTSTRING *moredown;
/* 002E */ TEXTSTRING *texts[MAX_REQLINES];
/* 006E */ int16_t flags[MAX_REQLINES];
/* 008E end */
} REQUEST_INFO;
@ -1447,7 +1447,7 @@ typedef struct {
/* 0006 */ int16_t z;
/* 0008 */ int32_t param1;
/* 000C */ int32_t param2;
/* 0010 */ SG_COL* grdptr;
/* 0010 */ SG_COL *grdptr;
/* 0014 */ int16_t sprnum;
/* 0016 end */
} INVENTORY_SPRITE;
@ -1475,12 +1475,12 @@ typedef struct {
/* 0030 */ uint32_t which_meshes;
/* 0034 */ uint32_t drawn_meshes;
/* 0038 */ int16_t inv_pos;
/* 003A */ INVENTORY_SPRITE** sprlist;
/* 003A */ INVENTORY_SPRITE **sprlist;
/* 003E end */
} INVENTORY_ITEM;
typedef struct {
/* 0000 */ INVENTORY_ITEM** list;
/* 0000 */ INVENTORY_ITEM **list;
/* 0004 */ int16_t type;
/* 0006 */ int16_t radius;
/* 0008 */ int16_t camera_pitch;
@ -1496,14 +1496,14 @@ typedef struct {
/* 001C */ PHD_3DPOS ringpos;
/* 002E */ PHD_3DPOS camera;
/* 0040 */ PHD_VECTOR light;
/* 004C */ IMOTION_INFO* imo;
/* 004C */ IMOTION_INFO *imo;
/* 0050 end */
} RING_INFO;
#pragma pack(pop)
typedef void (*ControlRoutine)(ITEM_INFO*, COLL_INFO*);
typedef void (*CollisionRoutine)(ITEM_INFO*, COLL_INFO*);
typedef void (*EffectRoutine)(ITEM_INFO* item);
typedef void (*ControlRoutine)(ITEM_INFO *, COLL_INFO *);
typedef void (*CollisionRoutine)(ITEM_INFO *, COLL_INFO *);
typedef void (*EffectRoutine)(ITEM_INFO *item);
#endif

View file

@ -96,7 +96,7 @@ static BITE_INFO WarriorShard = { -35, 269, 0, 9 };
void CentaurControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -105,7 +105,7 @@ void CentaurControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* centaur = item->data;
CREATURE_INFO *centaur = item->data;
int16_t head = 0;
int16_t angle = 0;
@ -207,7 +207,7 @@ void InitialiseWarrior2(int16_t item_num)
void FlyerControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -216,7 +216,7 @@ void FlyerControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* flyer = item->data;
CREATURE_INFO *flyer = item->data;
int16_t head = 0;
int16_t angle = 0;
@ -460,7 +460,7 @@ void FlyerControl(int16_t item_num)
void ControlMissile(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
int32_t speed = (fx->speed * phd_cos(fx->pos.x_rot)) >> W2V_SHIFT;
fx->pos.y += (fx->speed * phd_sin(-fx->pos.x_rot)) >> W2V_SHIFT;
@ -468,7 +468,7 @@ void ControlMissile(int16_t fx_num)
fx->pos.x += (speed * phd_sin(fx->pos.y_rot)) >> W2V_SHIFT;
int16_t room_num = fx->room_number;
FLOOR_INFO* floor = GetFloor(fx->pos.x, fx->pos.y, fx->pos.z, &room_num);
FLOOR_INFO *floor = GetFloor(fx->pos.x, fx->pos.y, fx->pos.z, &room_num);
int32_t height = GetHeight(floor, fx->pos.x, fx->pos.y, fx->pos.z);
int32_t ceiling = GetCeiling(floor, fx->pos.x, fx->pos.y, fx->pos.z);
@ -529,13 +529,13 @@ void ControlMissile(int16_t fx_num)
fx->counter = 0;
}
void ShootAtLara(FX_INFO* fx)
void ShootAtLara(FX_INFO *fx)
{
int32_t x = LaraItem->pos.x - fx->pos.x;
int32_t y = LaraItem->pos.y - fx->pos.y;
int32_t z = LaraItem->pos.z - fx->pos.z;
int16_t* bounds = GetBoundsAccurate(LaraItem);
int16_t *bounds = GetBoundsAccurate(LaraItem);
y += bounds[FRAME_BOUND_MAX_Y]
+ (bounds[FRAME_BOUND_MIN_Y] - bounds[FRAME_BOUND_MAX_Y]) * 3 / 4;
@ -552,7 +552,7 @@ int16_t ShardGun(
{
int16_t fx_num = CreateEffect(room_num);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->room_number = room_num;
fx->pos.x = x;
fx->pos.y = y;
@ -575,7 +575,7 @@ int16_t RocketGun(
{
int16_t fx_num = CreateEffect(room_num);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->room_number = room_num;
fx->pos.x = x;
fx->pos.y = y;
@ -594,16 +594,16 @@ int16_t RocketGun(
void InitialiseMummy(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
item->touch_bits = 0;
item->mesh_bits = 0xFFFF87FF;
item->data = game_malloc(sizeof(int16_t), GBUF_MUMMY_HEAD_TURN);
*(int16_t*)item->data = 0;
*(int16_t *)item->data = 0;
}
void MummyControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
int16_t head = 0;
if (item->current_anim_state == MUMMY_STOP) {
@ -628,11 +628,11 @@ void MummyControl(int16_t item_num)
int32_t ExplodingDeath(int16_t item_num, int32_t mesh_bits, int16_t damage)
{
ITEM_INFO* item = &Items[item_num];
OBJECT_INFO* object = &Objects[item->object_number];
ITEM_INFO *item = &Items[item_num];
OBJECT_INFO *object = &Objects[item->object_number];
int32_t abortion = item->object_number == O_ABORTION;
int16_t* frame = GetBestFrame(item);
int16_t *frame = GetBestFrame(item);
phd_PushUnitMatrix();
PhdMatrixPtr->_03 = 0;
@ -643,10 +643,10 @@ int32_t ExplodingDeath(int16_t item_num, int32_t mesh_bits, int16_t damage)
phd_TranslateRel(
frame[FRAME_POS_X], frame[FRAME_POS_Y], frame[FRAME_POS_Z]);
int32_t* packed_rotation = (int32_t*)(frame + FRAME_ROT);
int32_t *packed_rotation = (int32_t *)(frame + FRAME_ROT);
phd_RotYXZpack(*packed_rotation++);
int32_t* bone = &AnimBones[object->bone_index];
int32_t *bone = &AnimBones[object->bone_index];
#if 0
// NOTE: present in OG, removed by GLrage on the grounds that it sometimes
// crashes.
@ -657,7 +657,7 @@ int32_t ExplodingDeath(int16_t item_num, int32_t mesh_bits, int16_t damage)
if ((bit & mesh_bits) && (bit & item->mesh_bits)) {
int16_t fx_num = CreateEffect(item->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->room_number = item->room_number;
fx->pos.x = (PhdMatrixPtr->_03 >> W2V_SHIFT) + item->pos.x;
fx->pos.y = (PhdMatrixPtr->_13 >> W2V_SHIFT) + item->pos.y;
@ -709,7 +709,7 @@ int32_t ExplodingDeath(int16_t item_num, int32_t mesh_bits, int16_t damage)
if ((bit & mesh_bits) && (bit & item->mesh_bits)) {
int16_t fx_num = CreateEffect(item->room_number);
if (fx_num != NO_ITEM) {
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->room_number = item->room_number;
fx->pos.x = (PhdMatrixPtr->_03 >> W2V_SHIFT) + item->pos.x;
fx->pos.y = (PhdMatrixPtr->_13 >> W2V_SHIFT) + item->pos.y;
@ -739,7 +739,7 @@ int32_t ExplodingDeath(int16_t item_num, int32_t mesh_bits, int16_t damage)
void ControlBodyPart(int16_t fx_num)
{
FX_INFO* fx = &Effects[fx_num];
FX_INFO *fx = &Effects[fx_num];
fx->pos.x_rot += 5 * PHD_DEGREE;
fx->pos.z_rot += 10 * PHD_DEGREE;
fx->pos.z += (fx->speed * phd_cos(fx->pos.y_rot)) >> W2V_SHIFT;
@ -748,7 +748,7 @@ void ControlBodyPart(int16_t fx_num)
fx->pos.y += fx->fall_speed;
int16_t room_num = fx->room_number;
FLOOR_INFO* floor = GetFloor(fx->pos.x, fx->pos.y, fx->pos.z, &room_num);
FLOOR_INFO *floor = GetFloor(fx->pos.x, fx->pos.y, fx->pos.z, &room_num);
int32_t ceiling = GetCeiling(floor, fx->pos.x, fx->pos.y, fx->pos.z);
if (fx->pos.y < ceiling) {
@ -795,11 +795,11 @@ void ControlBodyPart(int16_t fx_num)
void InitialisePod(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
int16_t bug_item_num = CreateItem();
if (bug_item_num != NO_ITEM) {
ITEM_INFO* bug = &Items[bug_item_num];
ITEM_INFO *bug = &Items[bug_item_num];
switch ((item->flags & IF_CODE_BITS) >> 9) {
case 1:
@ -830,7 +830,7 @@ void InitialisePod(int16_t item_num)
InitialiseItem(bug_item_num);
item->data = game_malloc(sizeof(int16_t), 0);
*(int16_t*)item->data = bug_item_num;
*(int16_t *)item->data = bug_item_num;
LevelItemCount++;
}
@ -841,7 +841,7 @@ void InitialisePod(int16_t item_num)
void PodControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->goal_anim_state != POD_EXPLODE) {
int32_t explode = 0;
@ -866,8 +866,8 @@ void PodControl(int16_t item_num)
item->collidable = 0;
ExplodingDeath(item_num, 0xFFFE00, 0);
int16_t bug_item_num = *(int16_t*)item->data;
ITEM_INFO* bug = &Items[bug_item_num];
int16_t bug_item_num = *(int16_t *)item->data;
ITEM_INFO *bug = &Items[bug_item_num];
bug->touch_bits = 0;
AddActiveItem(bug_item_num);
if (EnableBaddieAI(bug_item_num, 0)) {
@ -883,7 +883,7 @@ void PodControl(int16_t item_num)
void InitialiseStatue(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
int16_t centaur_item_num = CreateItem();
if (centaur_item_num == NO_ITEM) {
@ -891,7 +891,7 @@ void InitialiseStatue(int16_t item_num)
return;
}
ITEM_INFO* centaur = &Items[centaur_item_num];
ITEM_INFO *centaur = &Items[centaur_item_num];
centaur->object_number = O_CENTAUR;
centaur->room_number = item->room_number;
centaur->pos.x = item->pos.x;
@ -910,14 +910,14 @@ void InitialiseStatue(int16_t item_num)
centaur->pos.y_rot = item->pos.y_rot;
item->data = game_malloc(sizeof(int16_t), 0);
*(int16_t*)item->data = centaur_item_num;
*(int16_t *)item->data = centaur_item_num;
LevelItemCount++;
}
void StatueControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
int32_t x = LaraItem->pos.x - item->pos.x;
int32_t y = LaraItem->pos.y - item->pos.y;
int32_t z = LaraItem->pos.z - item->pos.z;
@ -928,8 +928,8 @@ void StatueControl(int16_t item_num)
KillItem(item_num);
item->status = IS_DEACTIVATED;
int16_t centaur_item_num = *(int16_t*)item->data;
ITEM_INFO* centaur = &Items[centaur_item_num];
int16_t centaur_item_num = *(int16_t *)item->data;
ITEM_INFO *centaur = &Items[centaur_item_num];
centaur->touch_bits = 0;
AddActiveItem(centaur_item_num);
EnableBaddieAI(centaur_item_num, 1);

View file

@ -9,7 +9,7 @@ void InitialiseWarrior2(int16_t item_num);
void FlyerControl(int16_t item_num);
void ControlMissile(int16_t fx_num);
void ShootAtLara(FX_INFO* fx);
void ShootAtLara(FX_INFO *fx);
int16_t ShardGun(
int32_t x, int32_t y, int32_t z, int16_t speed, PHD_ANGLE y_rot,
int16_t room_num);

View file

@ -71,7 +71,7 @@ void InitialiseWolf(int16_t item_num)
void WolfControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -80,7 +80,7 @@ void WolfControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* wolf = item->data;
CREATURE_INFO *wolf = item->data;
int16_t head = 0;
int16_t angle = 0;
int16_t tilt = 0;
@ -227,7 +227,7 @@ void WolfControl(int16_t item_num)
void LionControl(int16_t item_num)
{
ITEM_INFO* item = &Items[item_num];
ITEM_INFO *item = &Items[item_num];
if (item->status == IS_INVISIBLE) {
if (!EnableBaddieAI(item_num, 0)) {
@ -236,7 +236,7 @@ void LionControl(int16_t item_num)
item->status = IS_ACTIVE;
}
CREATURE_INFO* lion = item->data;
CREATURE_INFO *lion = item->data;
int16_t head = 0;
int16_t angle = 0;
int16_t tilt = 0;

File diff suppressed because it is too large Load diff

View file

@ -132,7 +132,7 @@ enum json_parse_flags_e {
/* Parse a JSON text file, returning a pointer to the root of the JSON
* structure. json_parse performs 1 call to malloc for the entire encoding.
* Returns 0 if an error occurred (malformed JSON input, or malloc failed). */
struct json_value_s* json_parse(const void* src, size_t src_size);
struct json_value_s *json_parse(const void *src, size_t src_size);
/* Parse a JSON text file, returning a pointer to the root of the JSON
* structure. json_parse performs 1 call to alloc_func_ptr for the entire
@ -140,29 +140,29 @@ struct json_value_s* json_parse(const void* src, size_t src_size);
* failed). If an error occurred, the result struct (if not NULL) will explain
* the type of error, and the location in the input it occurred. If
* alloc_func_ptr is null then malloc is used. */
struct json_value_s* json_parse_ex(
const void* src, size_t src_size, size_t flags_bitset,
void* (*alloc_func_ptr)(void*, size_t), void* user_data,
struct json_parse_result_s* result);
struct json_value_s *json_parse_ex(
const void *src, size_t src_size, size_t flags_bitset,
void *(*alloc_func_ptr)(void *, size_t), void *user_data,
struct json_parse_result_s *result);
/* Extracts a value and all the data that makes it up into a newly created
* value. json_extract_value performs 1 call to malloc for the entire encoding.
*/
struct json_value_s* json_extract_value(const struct json_value_s* value);
struct json_value_s *json_extract_value(const struct json_value_s *value);
/* Extracts a value and all the data that makes it up into a newly created
* value. json_extract_value performs 1 call to alloc_func_ptr for the entire
* encoding. If alloc_func_ptr is null then malloc is used. */
struct json_value_s* json_extract_value_ex(
const struct json_value_s* value, void* (*alloc_func_ptr)(void*, size_t),
void* user_data);
struct json_value_s *json_extract_value_ex(
const struct json_value_s *value, void *(*alloc_func_ptr)(void *, size_t),
void *user_data);
/* Write out a minified JSON utf-8 string. This string is an encoding of the
* minimal string characters required to still encode the same data.
* json_write_minified performs 1 call to malloc for the entire encoding. Return
* 0 if an error occurred (malformed JSON input, or malloc failed). The out_size
* parameter is optional as the utf-8 string is null terminated. */
void* json_write_minified(const struct json_value_s* value, size_t* out_size);
void *json_write_minified(const struct json_value_s *value, size_t *out_size);
/* Write out a pretty JSON utf-8 string. This string is encoded such that the
* resultant JSON is pretty in that it is easily human readable. The indent and
@ -173,34 +173,34 @@ void* json_write_minified(const struct json_value_s* value, size_t* out_size);
* json_write_pretty performs 1 call to malloc for the entire encoding. Return 0
* if an error occurred (malformed JSON input, or malloc failed). The out_size
* parameter is optional as the utf-8 string is null terminated. */
void* json_write_pretty(
const struct json_value_s* value, const char* indent, const char* newline,
size_t* out_size);
void *json_write_pretty(
const struct json_value_s *value, const char *indent, const char *newline,
size_t *out_size);
/* Reinterpret a JSON value as a string. Returns null is the value was not a
* string. */
struct json_string_s* json_value_as_string(struct json_value_s* const value);
struct json_string_s *json_value_as_string(struct json_value_s *const value);
/* Reinterpret a JSON value as a number. Returns null is the value was not a
* number. */
struct json_number_s* json_value_as_number(struct json_value_s* const value);
struct json_number_s *json_value_as_number(struct json_value_s *const value);
/* Reinterpret a JSON value as an object. Returns null is the value was not an
* object. */
struct json_object_s* json_value_as_object(struct json_value_s* const value);
struct json_object_s *json_value_as_object(struct json_value_s *const value);
/* Reinterpret a JSON value as an array. Returns null is the value was not an
* array. */
struct json_array_s* json_value_as_array(struct json_value_s* const value);
struct json_array_s *json_value_as_array(struct json_value_s *const value);
/* Whether the value is true. */
int json_value_is_true(const struct json_value_s* const value);
int json_value_is_true(const struct json_value_s *const value);
/* Whether the value is false. */
int json_value_is_false(const struct json_value_s* const value);
int json_value_is_false(const struct json_value_s *const value);
/* Whether the value is null. */
int json_value_is_null(const struct json_value_s* const value);
int json_value_is_null(const struct json_value_s *const value);
/* The various types JSON values can be. Used to identify what a value is. */
enum json_type_e {
@ -216,7 +216,7 @@ enum json_type_e {
/* A JSON string value. */
struct json_string_s {
/* utf-8 string */
const char* string;
const char *string;
/* The size (in bytes) of the string */
size_t string_size;
};
@ -239,7 +239,7 @@ struct json_string_ex_s {
/* A JSON number value. */
struct json_number_s {
/* ASCII string containing representation of the number. */
const char* number;
const char *number;
/* the size (in bytes) of the number. */
size_t number_size;
};
@ -247,18 +247,18 @@ struct json_number_s {
/* an element of a JSON object. */
struct json_object_element_s {
/* the name of this element. */
struct json_string_s* name;
struct json_string_s *name;
/* the value of this element. */
struct json_value_s* value;
struct json_value_s *value;
/* the next object element (can be NULL if the last element in the object).
*/
struct json_object_element_s* next;
struct json_object_element_s *next;
};
/* a JSON object value. */
struct json_object_s {
/* a linked list of the elements in the object. */
struct json_object_element_s* start;
struct json_object_element_s *start;
/* the number of elements in the object. */
size_t length;
};
@ -266,15 +266,15 @@ struct json_object_s {
/* an element of a JSON array. */
struct json_array_element_s {
/* the value of this element. */
struct json_value_s* value;
struct json_value_s *value;
/* the next array element (can be NULL if the last element in the array). */
struct json_array_element_s* next;
struct json_array_element_s *next;
};
/* a JSON array value. */
struct json_array_s {
/* a linked list of the elements in the array. */
struct json_array_element_s* start;
struct json_array_element_s *start;
/* the number of elements in the array. */
size_t length;
};
@ -286,7 +286,7 @@ struct json_value_s {
* what.
*/
/* the type of this value is. */
void* payload;
void *payload;
/* must be one of json_type_e. If type is json_type_true, json_type_false,
* or.
*/
@ -430,12 +430,12 @@ struct json_parse_result_s {
#endif
struct json_parse_state_s {
const char* src;
const char *src;
size_t size;
size_t offset;
size_t flags_bitset;
char* data;
char* dom;
char *data;
char *dom;
size_t dom_size;
size_t data_size;
size_t line_no; /* line counter for error reporting. */
@ -447,149 +447,149 @@ struct json_parse_state_s {
int json_hexadecimal_digit(const char c);
int json_hexadecimal_value(
const char* c, const unsigned long size, unsigned long* result);
const char *c, const unsigned long size, unsigned long *result);
int json_skip_whitespace(struct json_parse_state_s* state);
int json_skip_whitespace(struct json_parse_state_s *state);
int json_skip_c_style_comments(struct json_parse_state_s* state);
int json_skip_c_style_comments(struct json_parse_state_s *state);
int json_skip_all_skippables(struct json_parse_state_s* state);
int json_skip_all_skippables(struct json_parse_state_s *state);
int json_get_value_size(struct json_parse_state_s* state, int is_global_object);
int json_get_value_size(struct json_parse_state_s *state, int is_global_object);
int json_get_string_size(struct json_parse_state_s* state, size_t is_key);
int json_get_string_size(struct json_parse_state_s *state, size_t is_key);
int is_valid_unquoted_key_char(const char c);
int json_get_key_size(struct json_parse_state_s* state);
int json_get_key_size(struct json_parse_state_s *state);
int json_get_object_size(
struct json_parse_state_s* state, int is_global_object);
struct json_parse_state_s *state, int is_global_object);
int json_get_array_size(struct json_parse_state_s* state);
int json_get_array_size(struct json_parse_state_s *state);
int json_get_number_size(struct json_parse_state_s* state);
int json_get_number_size(struct json_parse_state_s *state);
int json_get_value_size(struct json_parse_state_s* state, int is_global_object);
int json_get_value_size(struct json_parse_state_s *state, int is_global_object);
void json_parse_value(
struct json_parse_state_s* state, int is_global_object,
struct json_value_s* value);
struct json_parse_state_s *state, int is_global_object,
struct json_value_s *value);
void json_parse_string(
struct json_parse_state_s* state, struct json_string_s* string);
struct json_parse_state_s *state, struct json_string_s *string);
void json_parse_key(
struct json_parse_state_s* state, struct json_string_s* string);
struct json_parse_state_s *state, struct json_string_s *string);
void json_parse_object(
struct json_parse_state_s* state, int is_global_object,
struct json_object_s* object);
struct json_parse_state_s *state, int is_global_object,
struct json_object_s *object);
void json_parse_array(
struct json_parse_state_s* state, struct json_array_s* array);
struct json_parse_state_s *state, struct json_array_s *array);
void json_parse_number(
struct json_parse_state_s* state, struct json_number_s* number);
struct json_parse_state_s *state, struct json_number_s *number);
void json_parse_value(
struct json_parse_state_s* state, int is_global_object,
struct json_value_s* value);
struct json_parse_state_s *state, int is_global_object,
struct json_value_s *value);
struct json_value_s* json_parse_ex(
const void* src, size_t src_size, size_t flags_bitset,
void* (*alloc_func_ptr)(void* user_data, size_t size), void* user_data,
struct json_parse_result_s* result);
struct json_value_s *json_parse_ex(
const void *src, size_t src_size, size_t flags_bitset,
void *(*alloc_func_ptr)(void *user_data, size_t size), void *user_data,
struct json_parse_result_s *result);
struct json_extract_result_s {
size_t dom_size;
size_t data_size;
};
struct json_value_s* json_extract_value(const struct json_value_s* value);
struct json_value_s *json_extract_value(const struct json_value_s *value);
struct json_extract_result_s
json_extract_get_number_size(const struct json_number_s* const number);
json_extract_get_number_size(const struct json_number_s *const number);
struct json_extract_result_s
json_extract_get_string_size(const struct json_string_s* const string);
json_extract_get_string_size(const struct json_string_s *const string);
struct json_extract_result_s
json_extract_get_object_size(const struct json_object_s* const object);
json_extract_get_object_size(const struct json_object_s *const object);
struct json_extract_result_s
json_extract_get_array_size(const struct json_array_s* const array);
json_extract_get_array_size(const struct json_array_s *const array);
struct json_extract_result_s
json_extract_get_value_size(const struct json_value_s* const value);
json_extract_get_value_size(const struct json_value_s *const value);
struct json_extract_state_s {
char* dom;
char* data;
char *dom;
char *data;
};
void json_extract_copy_value(
struct json_extract_state_s* const state,
const struct json_value_s* const value);
struct json_extract_state_s *const state,
const struct json_value_s *const value);
int json_write_minified_get_value_size(
const struct json_value_s* value, size_t* size);
const struct json_value_s *value, size_t *size);
int json_write_get_number_size(
const struct json_number_s* number, size_t* size);
const struct json_number_s *number, size_t *size);
int json_write_get_string_size(
const struct json_string_s* string, size_t* size);
const struct json_string_s *string, size_t *size);
int json_write_minified_get_array_size(
const struct json_array_s* array, size_t* size);
const struct json_array_s *array, size_t *size);
int json_write_minified_get_object_size(
const struct json_object_s* object, size_t* size);
const struct json_object_s *object, size_t *size);
int json_write_minified_get_value_size(
const struct json_value_s* value, size_t* size);
const struct json_value_s *value, size_t *size);
char* json_write_minified_value(const struct json_value_s* value, char* data);
char *json_write_minified_value(const struct json_value_s *value, char *data);
char* json_write_number(const struct json_number_s* number, char* data);
char *json_write_number(const struct json_number_s *number, char *data);
char* json_write_string(const struct json_string_s* string, char* data);
char *json_write_string(const struct json_string_s *string, char *data);
char* json_write_minified_array(const struct json_array_s* array, char* data);
char *json_write_minified_array(const struct json_array_s *array, char *data);
char* json_write_minified_object(
const struct json_object_s* object, char* data);
char *
json_write_minified_object(const struct json_object_s *object, char *data);
char* json_write_minified_value(const struct json_value_s* value, char* data);
char *json_write_minified_value(const struct json_value_s *value, char *data);
int json_write_pretty_get_value_size(
const struct json_value_s* value, size_t depth, size_t indent_size,
size_t newline_size, size_t* size);
const struct json_value_s *value, size_t depth, size_t indent_size,
size_t newline_size, size_t *size);
int json_write_pretty_get_array_size(
const struct json_array_s* array, size_t depth, size_t indent_size,
size_t newline_size, size_t* size);
const struct json_array_s *array, size_t depth, size_t indent_size,
size_t newline_size, size_t *size);
int json_write_pretty_get_object_size(
const struct json_object_s* object, size_t depth, size_t indent_size,
size_t newline_size, size_t* size);
const struct json_object_s *object, size_t depth, size_t indent_size,
size_t newline_size, size_t *size);
int json_write_pretty_get_value_size(
const struct json_value_s* value, size_t depth, size_t indent_size,
size_t newline_size, size_t* size);
const struct json_value_s *value, size_t depth, size_t indent_size,
size_t newline_size, size_t *size);
char* json_write_pretty_value(
const struct json_value_s* value, size_t depth, const char* indent,
const char* newline, char* data);
char *json_write_pretty_value(
const struct json_value_s *value, size_t depth, const char *indent,
const char *newline, char *data);
char* json_write_pretty_array(
const struct json_array_s* array, size_t depth, const char* indent,
const char* newline, char* data);
char *json_write_pretty_array(
const struct json_array_s *array, size_t depth, const char *indent,
const char *newline, char *data);
char* json_write_pretty_object(
const struct json_object_s* object, size_t depth, const char* indent,
const char* newline, char* data);
char *json_write_pretty_object(
const struct json_object_s *object, size_t depth, const char *indent,
const char *newline, char *data);
char* json_write_pretty_value(
const struct json_value_s* value, size_t depth, const char* indent,
const char* newline, char* data);
char *json_write_pretty_value(
const struct json_value_s *value, size_t depth, const char *indent,
const char *newline, char *data);
#if defined(__clang__)
#pragma clang diagnostic pop

View file

@ -2,13 +2,13 @@
#include <string.h>
#include "util.h"
struct json_value_s* JSONGetField(struct json_value_s* root, const char* name)
struct json_value_s *JSONGetField(struct json_value_s *root, const char *name)
{
if (root == NULL || root->type != json_type_object) {
return NULL;
}
struct json_object_s* object = json_value_as_object(root);
struct json_object_element_s* item = object->start;
struct json_object_s *object = json_value_as_object(root);
struct json_object_element_s *item = object->start;
while (item) {
if (!strcmp(item->name->string, name)) {
return item->value;
@ -19,9 +19,9 @@ struct json_value_s* JSONGetField(struct json_value_s* root, const char* name)
}
int JSONGetBooleanValue(
struct json_value_s* root, const char* name, int8_t* value)
struct json_value_s *root, const char *name, int8_t *value)
{
struct json_value_s* field = JSONGetField(root, name);
struct json_value_s *field = JSONGetField(root, name);
if (!field
|| (field->type != json_type_true && field->type != json_type_false)) {
return 0;
@ -31,13 +31,13 @@ int JSONGetBooleanValue(
}
int JSONGetIntegerValue(
struct json_value_s* root, const char* name, int32_t* value)
struct json_value_s *root, const char *name, int32_t *value)
{
struct json_value_s* field = JSONGetField(root, name);
struct json_value_s *field = JSONGetField(root, name);
if (!field) {
return 0;
}
struct json_number_s* number = json_value_as_number(field);
struct json_number_s *number = json_value_as_number(field);
if (!number) {
return 0;
}
@ -46,13 +46,13 @@ int JSONGetIntegerValue(
}
int JSONGetStringValue(
struct json_value_s* root, const char* name, const char** value)
struct json_value_s *root, const char *name, const char **value)
{
struct json_value_s* field = JSONGetField(root, name);
struct json_value_s *field = JSONGetField(root, name);
if (!field || field->type != json_type_string) {
return 0;
}
struct json_string_s* string = json_value_as_string(field);
struct json_string_s *string = json_value_as_string(field);
if (!string) {
return 0;
}

View file

@ -4,12 +4,12 @@
#include "json-parser/json.h"
#include <stdbool.h>
struct json_value_s* JSONGetField(struct json_value_s* root, const char* name);
struct json_value_s *JSONGetField(struct json_value_s *root, const char *name);
int JSONGetBooleanValue(
struct json_value_s* root, const char* name, int8_t* value);
struct json_value_s *root, const char *name, int8_t *value);
int JSONGetIntegerValue(
struct json_value_s* root, const char* name, int32_t* value);
struct json_value_s *root, const char *name, int32_t *value);
int JSONGetStringValue(
struct json_value_s* root, const char* name, const char** default_value);
struct json_value_s *root, const char *name, const char **default_value);
#endif

View file

@ -26,16 +26,16 @@ int32_t SpriteInfoCount = 0;
int32_t SpriteCount = 0;
int32_t OverlapCount = 0;
int32_t LoadLevel(const char* filename, int32_t level_num)
int32_t LoadLevel(const char *filename, int32_t level_num)
{
int32_t version;
int32_t file_level_num;
const char* full_path = GetFullPath(filename);
const char *full_path = GetFullPath(filename);
TRACE("%s", full_path);
init_game_malloc();
FILE* fp = _fopen(full_path, "rb");
FILE *fp = _fopen(full_path, "rb");
if (!fp) {
sprintf(StringToShow, "S_LoadLevel(): Could not open %s", full_path);
S_ExitSystem(StringToShow);
@ -120,7 +120,7 @@ int32_t LoadLevel(const char* filename, int32_t level_num)
return 1;
}
int32_t LoadRooms(FILE* fp)
int32_t LoadRooms(FILE *fp)
{
uint16_t count2;
uint32_t count4;
@ -139,7 +139,7 @@ int32_t LoadRooms(FILE* fp)
}
int i = 0;
for (ROOM_INFO* current_room_info = RoomInfo; i < RoomCount;
for (ROOM_INFO *current_room_info = RoomInfo; i < RoomCount;
++i, ++current_room_info) {
// Room position
_fread(&current_room_info->x, sizeof(uint32_t), 1, fp);
@ -226,7 +226,7 @@ int32_t LoadRooms(FILE* fp)
return 1;
}
int32_t LoadObjects(FILE* fp)
int32_t LoadObjects(FILE *fp)
{
_fread(&MeshCount, sizeof(int32_t), 1, fp);
TRACE("%d meshes", MeshCount);
@ -234,11 +234,11 @@ int32_t LoadObjects(FILE* fp)
_fread(MeshBase, sizeof(int16_t), MeshCount, fp);
_fread(&MeshPtrCount, sizeof(int32_t), 1, fp);
uint32_t* mesh_indices =
uint32_t *mesh_indices =
game_malloc(sizeof(uint32_t) * MeshPtrCount, GBUF_MESH_POINTERS);
_fread(mesh_indices, sizeof(uint32_t), MeshPtrCount, fp);
Meshes = game_malloc(sizeof(int16_t*) * MeshPtrCount, GBUF_MESH_POINTERS);
Meshes = game_malloc(sizeof(int16_t *) * MeshPtrCount, GBUF_MESH_POINTERS);
for (int i = 0; i < MeshPtrCount; i++) {
Meshes[i] = &MeshBase[mesh_indices[i] / 2];
}
@ -285,7 +285,7 @@ int32_t LoadObjects(FILE* fp)
for (int i = 0; i < ObjectCount; i++) {
int32_t tmp;
_fread(&tmp, sizeof(int32_t), 1, fp);
OBJECT_INFO* object = &Objects[tmp];
OBJECT_INFO *object = &Objects[tmp];
_fread(&object->nmeshes, sizeof(int16_t), 1, fp);
_fread(&object->mesh_index, sizeof(int16_t), 1, fp);
@ -304,7 +304,7 @@ int32_t LoadObjects(FILE* fp)
for (int i = 0; i < StaticCount; i++) {
int32_t tmp;
_fread(&tmp, sizeof(int32_t), 1, fp);
STATIC_INFO* object = &StaticObjects[tmp];
STATIC_INFO *object = &StaticObjects[tmp];
_fread(&object->mesh_number, sizeof(int16_t), 1, fp);
_fread(&object->x_minp, sizeof(int16_t), 6, fp);
@ -323,7 +323,7 @@ int32_t LoadObjects(FILE* fp)
return 1;
}
int32_t LoadSprites(FILE* fp)
int32_t LoadSprites(FILE *fp)
{
_fread(&SpriteInfoCount, sizeof(int32_t), 1, fp);
_fread(&PhdSpriteInfo, sizeof(PHDSPRITESTRUCT), SpriteInfoCount, fp);
@ -346,7 +346,7 @@ int32_t LoadSprites(FILE* fp)
return 1;
}
int32_t LoadItems(FILE* fp)
int32_t LoadItems(FILE *fp)
{
int32_t item_count = 0;
_fread(&item_count, sizeof(int32_t), 1, fp);
@ -371,7 +371,7 @@ int32_t LoadItems(FILE* fp)
InitialiseItemArray(NUMBER_ITEMS);
for (int i = 0; i < item_count; ++i) {
ITEM_INFO* item = &Items[i];
ITEM_INFO *item = &Items[i];
_fread(&item->object_number, sizeof(int16_t), 1, fp);
_fread(&item->room_number, sizeof(int16_t), 1, fp);
_fread(&item->pos.x, sizeof(int32_t), 1, fp);
@ -397,7 +397,7 @@ int32_t LoadItems(FILE* fp)
return 1;
}
int32_t LoadDepthQ(FILE* fp)
int32_t LoadDepthQ(FILE *fp)
{
TRACE("");
_fread(DepthQTable, sizeof(uint8_t), 32 * 256, fp);
@ -412,7 +412,7 @@ int32_t LoadDepthQ(FILE* fp)
return 1;
}
int32_t LoadPalette(FILE* fp)
int32_t LoadPalette(FILE *fp)
{
TRACE("");
_fread(GamePalette, sizeof(uint8_t), 256 * 3, fp);
@ -431,7 +431,7 @@ int32_t LoadPalette(FILE* fp)
return 1;
}
int32_t LoadCameras(FILE* fp)
int32_t LoadCameras(FILE *fp)
{
_fread(&NumberCameras, sizeof(int32_t), 1, fp);
TRACE("%d cameras", NumberCameras);
@ -447,7 +447,7 @@ int32_t LoadCameras(FILE* fp)
return 1;
}
int32_t LoadSoundEffects(FILE* fp)
int32_t LoadSoundEffects(FILE *fp)
{
_fread(&NumberSoundEffects, sizeof(int32_t), 1, fp);
TRACE("%d sound effects", NumberSoundEffects);
@ -463,7 +463,7 @@ int32_t LoadSoundEffects(FILE* fp)
return 1;
}
int32_t LoadBoxes(FILE* fp)
int32_t LoadBoxes(FILE *fp)
{
_fread(&NumberBoxes, sizeof(int32_t), 1, fp);
Boxes = game_malloc(sizeof(BOX_INFO) * NumberBoxes, GBUF_BOXES);
@ -473,7 +473,7 @@ int32_t LoadBoxes(FILE* fp)
}
_fread(&OverlapCount, sizeof(int32_t), 1, fp);
Overlap = (uint16_t*)game_malloc(2 * OverlapCount, 22);
Overlap = (uint16_t *)game_malloc(2 * OverlapCount, 22);
if (!_fread(Overlap, sizeof(int16_t), OverlapCount, fp)) {
sprintf(StringToShow, "LoadBoxes(): Unable to load box overlaps");
return 0;
@ -506,7 +506,7 @@ int32_t LoadBoxes(FILE* fp)
return 1;
}
int32_t LoadAnimatedTextures(FILE* fp)
int32_t LoadAnimatedTextures(FILE *fp)
{
_fread(&AnimTextureRangeCount, sizeof(int32_t), 1, fp);
TRACE("%d animated textures", AnimTextureRangeCount);
@ -516,7 +516,7 @@ int32_t LoadAnimatedTextures(FILE* fp)
return 1;
}
int32_t LoadCinematic(FILE* fp)
int32_t LoadCinematic(FILE *fp)
{
_fread(&NumCineFrames, sizeof(int16_t), 1, fp);
TRACE("%d cinematic frames", NumCineFrames);
@ -532,7 +532,7 @@ int32_t LoadCinematic(FILE* fp)
return 1;
}
int32_t LoadDemo(FILE* fp)
int32_t LoadDemo(FILE *fp)
{
DemoCount = 0;
DemoPtr =
@ -547,11 +547,11 @@ int32_t LoadDemo(FILE* fp)
return 1;
}
int32_t LoadTexturePages(FILE* fp)
int32_t LoadTexturePages(FILE *fp)
{
_fread(&TexturePageCount, sizeof(int32_t), 1, fp);
TRACE("%d texture pages", TexturePageCount);
int8_t* base = game_malloc(TexturePageCount * 65536, GBUF_TEXTURE_PAGES);
int8_t *base = game_malloc(TexturePageCount * 65536, GBUF_TEXTURE_PAGES);
_fread(base, 65536, TexturePageCount, fp);
for (int i = 0; i < TexturePageCount; i++) {
TexturePagePtrs[i] = base;
@ -600,7 +600,7 @@ int32_t S_LoadLevel(int level_num)
return ret;
}
const char* GetFullPath(const char* filename)
const char *GetFullPath(const char *filename)
{
static char newpath[128];
TRACE("%s", filename);
@ -622,7 +622,7 @@ void FindCdDrive()
#ifdef T1M_FEAT_NOCD
return;
#endif
FILE* fp;
FILE *fp;
char root[5] = "C:\\";
char tmp_path[MAX_PATH];
@ -657,8 +657,8 @@ int GetSecretCount()
uint32_t secrets = 0;
for (int i = 0; i < RoomCount; i++) {
ROOM_INFO* r = &RoomInfo[i];
FLOOR_INFO* floor = &r->floor[0];
ROOM_INFO *r = &RoomInfo[i];
FLOOR_INFO *floor = &r->floor[0];
for (int j = 0; j < r->y_size * r->x_size; j++, floor++) {
int k = floor->index;
if (!k) {
@ -727,8 +727,8 @@ void FixPyramidSecretTrigger()
for (int i = 0; i < RoomCount; i++) {
uint32_t room_secrets = 0;
ROOM_INFO* r = &RoomInfo[i];
FLOOR_INFO* floor = &r->floor[0];
ROOM_INFO *r = &RoomInfo[i];
FLOOR_INFO *floor = &r->floor[0];
for (int j = 0; j < r->y_size * r->x_size; j++, floor++) {
int k = floor->index;
if (!k) {
@ -758,7 +758,7 @@ void FixPyramidSecretTrigger()
}
while (1) {
int16_t* command = &FloorData[k++];
int16_t *command = &FloorData[k++];
if (TRIG_BITS(*command) == TO_CAMERA) {
k++;
} else if (TRIG_BITS(*command) == TO_SECRET) {

View file

@ -17,22 +17,22 @@
#define _fread ((size_t (*)(void *, size_t, size_t, FILE *))0x00442C20)
// clang-format on
int32_t LoadLevel(const char* filename, int32_t level_num);
int32_t LoadRooms(FILE* fp);
int32_t LoadObjects(FILE* fp);
int32_t LoadSprites(FILE* fp);
int32_t LoadItems(FILE* fp);
int32_t LoadDepthQ(FILE* fp);
int32_t LoadPalette(FILE* fp);
int32_t LoadCameras(FILE* fp);
int32_t LoadSoundEffects(FILE* fp);
int32_t LoadBoxes(FILE* fp);
int32_t LoadAnimatedTextures(FILE* fp);
int32_t LoadCinematic(FILE* fp);
int32_t LoadDemo(FILE* fp);
int32_t LoadTexturePages(FILE* fp);
int32_t LoadLevel(const char *filename, int32_t level_num);
int32_t LoadRooms(FILE *fp);
int32_t LoadObjects(FILE *fp);
int32_t LoadSprites(FILE *fp);
int32_t LoadItems(FILE *fp);
int32_t LoadDepthQ(FILE *fp);
int32_t LoadPalette(FILE *fp);
int32_t LoadCameras(FILE *fp);
int32_t LoadSoundEffects(FILE *fp);
int32_t LoadBoxes(FILE *fp);
int32_t LoadAnimatedTextures(FILE *fp);
int32_t LoadCinematic(FILE *fp);
int32_t LoadDemo(FILE *fp);
int32_t LoadTexturePages(FILE *fp);
int32_t S_LoadLevel(int32_t level_num);
const char* GetFullPath(const char* filename);
const char *GetFullPath(const char *filename);
void FindCdDrive();
#ifdef T1M_FEAT_OG_FIXES

View file

@ -10,7 +10,7 @@
#include <time.h>
#include <windows.h>
void DB_Log(char* fmt, ...)
void DB_Log(char *fmt, ...)
{
va_list va;
char buffer[256] = { 0 };
@ -87,7 +87,7 @@ void CalculateWibbleTable()
void S_SeedRandom()
{
time_t lt = time(0);
struct tm* tptr = localtime(&lt);
struct tm *tptr = localtime(&lt);
SeedRandomControl(tptr->tm_sec + 57 * tptr->tm_min + 3543 * tptr->tm_hour);
SeedRandomDraw(tptr->tm_sec + 43 * tptr->tm_min + 3477 * tptr->tm_hour);
}

View file

@ -65,7 +65,7 @@ int32_t GetRenderScale(int32_t unit)
void BarLocation(
int8_t bar_location, int32_t scale, int32_t width, int32_t height,
int32_t* x, int32_t* y)
int32_t *x, int32_t *y)
{
if (bar_location == T1M_BL_TOP_LEFT || bar_location == T1M_BL_BOTTOM_LEFT) {
*x = 8 * scale;

View file

@ -5,7 +5,7 @@
#include <dbghelp.h>
void T1MTraceFunc(
const char* file, int line, const char* func, const char* fmt, ...)
const char *file, int line, const char *func, const char *fmt, ...)
{
va_list va;
va_start(va, fmt);
@ -15,7 +15,7 @@ void T1MTraceFunc(
fflush(stdout);
}
void T1MInjectFunc(void* from, void* to)
void T1MInjectFunc(void *from, void *to)
{
if (from == to) {
return;
@ -44,9 +44,9 @@ void T1MPrintStackTrace()
STACKFRAME64 stack;
ULONG frame;
DWORD64 displacement;
IMAGEHLP_SYMBOL64* pSymbol =
IMAGEHLP_SYMBOL64 *pSymbol =
malloc(sizeof(IMAGEHLP_SYMBOL64) + (MaxNameLen + 1) * sizeof(TCHAR));
char* name = malloc(MaxNameLen + 1);
char *name = malloc(MaxNameLen + 1);
RtlCaptureContext(&context);
memset(&stack, 0, sizeof(STACKFRAME64));

View file

@ -45,18 +45,18 @@ typedef struct {
#pragma pack(pop)
#define TRACE(...) T1MTraceFunc(__FILE__, __LINE__, __func__, __VA_ARGS__)
#define VAR_U_(address, type) (*(type*)(address))
#define VAR_I_(address, type, value) (*(type*)(address))
#define VAR_U_(address, type) (*(type *)(address))
#define VAR_I_(address, type, value) (*(type *)(address))
#define ARRAY_(address, type, length) (*(type(*) length)(address))
void T1MTraceFunc(
const char* file, int line, const char* func, const char* fmt, ...);
void T1MInjectFunc(void* from, void* to);
const char *file, int line, const char *func, const char *fmt, ...);
void T1MInjectFunc(void *from, void *to);
void T1MPrintStackTrace();
#define INJECT(from, to) \
{ \
T1MInjectFunc((void*)from, (void*)to); \
T1MInjectFunc((void *)from, (void *)to); \
}
#endif

View file

@ -41,20 +41,20 @@ void test_empty_config()
void test_config_override()
{
FILE* fp = fopen("Tomb1Main.json5", "rb");
FILE *fp = fopen("Tomb1Main.json5", "rb");
ASSERT_OK(!!fp);
fseek(fp, 0, SEEK_END);
int cfg_size = ftell(fp);
fseek(fp, 0, SEEK_SET);
char* cfg_data = malloc(cfg_size);
char *cfg_data = malloc(cfg_size);
ASSERT_OK(!!cfg_data);
fread(cfg_data, 1, cfg_size, fp);
fclose(fp);
char* tmp = strstr(cfg_data, "enable_cheats\": false");
char *tmp = strstr(cfg_data, "enable_cheats\": false");
ASSERT_OK(!!tmp);
tmp = strstr(tmp, "false");
ASSERT_OK(!!tmp);
@ -69,7 +69,7 @@ void test_config_override()
free(cfg_data);
}
int main(int argc, char* argv[])
int main(int argc, char *argv[])
{
test_empty_config();
test_config_override();