From d74c2ba52ff3fa71d018b45fe0cc0b39b58e0851 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 31 May 2023 21:46:25 +0200 Subject: [PATCH] - added a few texture names for picnum literals. --- source/games/sw/src/cache.cpp | 2 +- source/games/sw/src/coolie.cpp | 2 +- source/games/sw/src/namelist.h | 73 ++++++++++++++++++++++++++ source/games/sw/src/names2.h | 21 -------- source/games/sw/src/panel.h | 13 ----- source/games/sw/src/sector.cpp | 58 +++++++-------------- source/games/sw/src/sprite.cpp | 94 ++++++++++++++++------------------ source/games/sw/src/weapon.cpp | 22 ++++---- 8 files changed, 147 insertions(+), 138 deletions(-) diff --git a/source/games/sw/src/cache.cpp b/source/games/sw/src/cache.cpp index 4251d742538..a3c646df287 100644 --- a/source/games/sw/src/cache.cpp +++ b/source/games/sw/src/cache.cpp @@ -406,7 +406,7 @@ void PreCacheActor(void) PreCacheNinjaGirl(pal); break; - case 623: // Pachinko win light + case PACHINKOWINLIGHT: // Pachinko win light case PACHINKO1: case PACHINKO2: case PACHINKO3: diff --git a/source/games/sw/src/coolie.cpp b/source/games/sw/src/coolie.cpp index 4b4ef0756bb..fefd6c353b3 100644 --- a/source/games/sw/src/coolie.cpp +++ b/source/games/sw/src/coolie.cpp @@ -369,7 +369,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: case TOILETGIRL_R0: case WASHGIRL_R0: case CARGIRL_R0: diff --git a/source/games/sw/src/namelist.h b/source/games/sw/src/namelist.h index 69ea3a7dbb6..fc75912a0f3 100644 --- a/source/games/sw/src/namelist.h +++ b/source/games/sw/src/namelist.h @@ -735,3 +735,76 @@ x(NINJA_DEAD, 4226) x(NINJA_HARAKIRI_DEAD, 4218) x(NINJA_DEAD1, 4226) x(PLAYER_NINJA_DEAD, 1160) + +x(UZI_COPEN, 2040) +x(UZI_CCLOSED, 2041) +x(UZI_CLIT, 2042) +x(UZI_CRELOAD, 2043) +x(SHOTGUN_AUTO, 2078) +x(HEAD_MODE1, 2055) +x(HEAD_MODE2, 2056) +x(HEAD_MODE3, 2057) +x(MICRO_SIGHT, 2075) +x(MICRO_SHOT_20, 2076) +x(MICRO_SHOT_1, 2077) +x(MICRO_HEAT0, 2084) +x(MICRO_HEAT1, 2085) +x(MICRO_HEAT2, 2086) +x(MICRO_HEAT3, 2087) +x(MICRO_HEAT4, 2088) +x(MICRO_HEAT5, 2089) +x(SWITCH_ON, 562) +x(BLADE1, 360) +x(BLADE2, 361) +x(BLADE3, 362) +x(SKEL_LOCKED, 1846) +x(SKEL_UNLOCKED, 1847) +x(RAMCARD_LOCKED, 1850) +x(RAMCARD_UNLOCKED, 1851) +x(CARD_LOCKED, 1852) +x(CARD_UNLOCKED, 1853) +x(BREAK_LIGHT, 443) +x(BREAK_MUSHROOM, 666) +x(STAR1, 2049) +x(CRACK, 80) +x(MPLOCK1, 1846) +x(MPLOCK2, 1850) +x(MPLOCK3, 1852) +x(MPLOCK4, 2470) +x(BLADE4, 5011) +x(FFIRE1, 3143) +x(FFIRE2, 3157) +x(SWITCH_LEVER, 581) +x(SWITCH_FUSE, 558) +x(SWITCH_FLIP, 561) +x(SWITCH_RED_CHAIN, 563) +x(SWITCH_GREEN_CHAIN, 565) +x(SWITCH_TOUCH, 567) +x(SWITCH_DRAGON, 569) +x(SWITCH_LIGHT, 551) +x(SWITCH_1, 575) +x(SWITCH_3, 579) +x(SWITCH_SHOOTABLE_1, 577) +x(SWITCH_4, 571) +x(SWITCH_5, 573) +x(SWITCH_6, 583) +x(EXIT_SWITCH, 2470) +x(SWITCH_SKULL, 553) +x(SWITCH_LEVER_ON, 582) +x(SWITCH_FUSE_ANI, 559) +x(SWITCH_FUSE_ON, 560) +x(SWITCH_FLIP_ON, 562) +x(SWITCH_RED_CHAIN_ON, 564) +x(SWITCH_GREEN_CHAIN_ON, 566) +x(SWITCH_TOUCH_ON, 568) +x(SWITCH_DRAGON_ON, 570) +x(SWITCH_LIGHT_ON, 552) +x(SWITCH_1_ON, 576) +x(SWITCH_3_ON, 580) +x(SWITCH_SHOOTABLE_1_ON, 578) +x(SWITCH_4_ON, 572) +x(SWITCH_5_ON, 574) +x(SWITCH_6_ON, 584) +x(EXIT_SWITCH_ON, 2471) +x(SWITCH_SKULL_ON, 554) +x(PACHINKOWINLIGHT, 623) \ No newline at end of file diff --git a/source/games/sw/src/names2.h b/source/games/sw/src/names2.h index e65d6849ba1..8607ca33130 100644 --- a/source/games/sw/src/names2.h +++ b/source/games/sw/src/names2.h @@ -230,7 +230,6 @@ enum ECounters enum EPicnums { - SWITCH_ON = 562, SWITCH_OFF = 561, TRACK_SPRITE = 1900, //start of track sprites @@ -245,16 +244,6 @@ enum EPicnums ST_QUICK_DUCK = 2315, ST_QUICK_DEFEND = 2316, -////////////////////// -// -// BLADES -// -////////////////////// - - BLADE1 = 360, - BLADE2 = 361, - BLADE3 = 362, - ////////////////////// // // WEAPON RELATED @@ -297,7 +286,6 @@ enum EPicnums SPEAR_R3 = SPEAR_R0 + (SPEAR_FRAMES * 3), SPEAR_R4 = SPEAR_R0 + (SPEAR_FRAMES * 4), - STAR1 = 2049, EXP = 3100, // Use new digitized explosion for big stuff EXP2 = 2160, // My old explosion is still used for goro head FIREBALL = 2035, @@ -309,13 +297,6 @@ enum EPicnums // ////////////////////// - SKEL_LOCKED = 1846, - SKEL_UNLOCKED = 1847, - RAMCARD_LOCKED = 1850, - RAMCARD_UNLOCKED = 1851, - CARD_LOCKED = 1852, - CARD_UNLOCKED = 1853, - WATER_BEGIN = 320, WATER_END = 320+8, @@ -329,13 +310,11 @@ enum EPicnums FIRE_FLY_RATE = 50, - BREAK_LIGHT = 443, BREAK_LIGHT_ANIM = 447, BREAK_BARREL = 453, BREAK_PEDISTAL = 463, BREAK_BOTTLE1 = 468, BREAK_BOTTLE2 = 475, - BREAK_MUSHROOM = 666, ////////////////////// // diff --git a/source/games/sw/src/panel.h b/source/games/sw/src/panel.h index 46aa9368819..2ee96fa4253 100644 --- a/source/games/sw/src/panel.h +++ b/source/games/sw/src/panel.h @@ -167,26 +167,13 @@ enum BorderTypes enum { MICRO_SIGHT_NUM = 0, - MICRO_SIGHT = 2075, MICRO_SHOT_NUM = 2, - MICRO_SHOT_20 = 2076, - MICRO_SHOT_1 = 2077, MICRO_HEAT_NUM = 1, MICRO_HEAT = 2084, - UZI_COPEN = 2040, - UZI_CCLOSED = 2041, - UZI_CLIT = 2042, - UZI_CRELOAD = 2043, - - HEAD_MODE1 = 2055, - HEAD_MODE2 = 2056, - HEAD_MODE3 = 2057, - SHOTGUN_AUTO_NUM = 0, - SHOTGUN_AUTO = 2078, }; diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 151040b2014..b98b915fb97 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -792,28 +792,6 @@ int OperateSector(sectortype* sect, short player_is_operating) return false; } -enum -{ - SWITCH_LEVER = 581, - SWITCH_FUSE = 558, - SWITCH_FLIP = 561, - SWITCH_RED_CHAIN = 563, - SWITCH_GREEN_CHAIN = 565, - SWITCH_TOUCH = 567, - SWITCH_DRAGON = 569, - - SWITCH_LIGHT = 551, - SWITCH_1 = 575, - SWITCH_3 = 579, - - SWITCH_SHOOTABLE_1 = 577, - SWITCH_4 = 571, - SWITCH_5 = 573, - SWITCH_6 = 583, - EXIT_SWITCH = 2470, - - SWITCH_SKULL = 553, -}; //--------------------------------------------------------------------------- // @@ -862,21 +840,21 @@ int AnimateSwitch(DSWActor* actor, int tgt_value) return true; // set to true - case SWITCH_SKULL + 1: - case SWITCH_LEVER + 1: - case SWITCH_LIGHT + 1: - case SWITCH_1 + 1: - case SWITCH_3 + 1: - case SWITCH_FLIP + 1: - case SWITCH_RED_CHAIN + 1: - case SWITCH_GREEN_CHAIN + 1: - case SWITCH_TOUCH + 1: - case SWITCH_DRAGON + 1: - case SWITCH_SHOOTABLE_1 + 1: - case SWITCH_4+1: - case SWITCH_5+1: - case SWITCH_6+1: - case EXIT_SWITCH+1: + case SWITCH_SKULL_ON: + case SWITCH_LEVER_ON: + case SWITCH_LIGHT_ON: + case SWITCH_1_ON: + case SWITCH_3_ON: + case SWITCH_FLIP_ON: + case SWITCH_RED_CHAIN_ON: + case SWITCH_GREEN_CHAIN_ON: + case SWITCH_TOUCH_ON: + case SWITCH_DRAGON_ON: + case SWITCH_SHOOTABLE_1_ON: + case SWITCH_4_ON: + case SWITCH_5_ON: + case SWITCH_6_ON: + case EXIT_SWITCH_ON: // dont toggle - return the current state if (tgt_value == 999) @@ -1294,13 +1272,13 @@ void ShootableSwitch(DSWActor* actor) case SWITCH_SHOOTABLE_1: //actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); OperateSprite(actor, false); - actor->spr.picnum = SWITCH_SHOOTABLE_1 + 1; + actor->spr.picnum = SWITCH_SHOOTABLE_1_ON; break; case SWITCH_FUSE: - case SWITCH_FUSE + 1: + case SWITCH_FUSE_ANI: actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); OperateSprite(actor, false); - actor->spr.picnum = SWITCH_FUSE + 2; + actor->spr.picnum = SWITCH_FUSE_ON; break; } } diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index c80318bffcf..ad2d736c76c 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -1280,7 +1280,7 @@ bool ActorSpawn(DSWActor* actor) break; } - case 623: // Pachinko win light + case PACHINKOWINLIGHT: // Pachinko win light { actor->spr.cstat2 |= CSTAT2_SPRITE_NOANIMATE; SetupPachinkoLight(actor); @@ -1579,7 +1579,7 @@ void SpriteSetup(void) // crack sprite - if (actor->spr.picnum == 80) + if (actor->spr.picnum == CRACK) { actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK); actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);; @@ -2768,10 +2768,10 @@ void SpriteSetup(void) // Used for multiplayer locks - case 1846: - case 1850: - case 1852: - case 2470: + case MPLOCK1: + case MPLOCK2: + case MPLOCK3: + case MPLOCK4: if ((actor->spr.extra & SPRX_MULTI_ITEM)) if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE) @@ -3270,17 +3270,8 @@ void SpriteSetup(void) actor->spr.cstat2 |= CSTAT2_SPRITE_NOANIMATE; break; -#if 0 - case 380: - case 396: - case 430: - case 512: - case 521: - case 541: - case 2720: -#endif - case 3143: - case 3157: + case FFIRE1: + case FFIRE2: { SpawnUser(actor, actor->spr.picnum, nullptr); @@ -3301,7 +3292,7 @@ void SpriteSetup(void) case BLADE1: case BLADE2: case BLADE3: - case 5011: + case BLADE4: { SpawnUser(actor, actor->spr.picnum, nullptr); @@ -3332,39 +3323,40 @@ void SpriteSetup(void) break; // switches - case 581: - case 582: - case 558: - case 559: - case 560: - case 561: - case 562: - case 563: - case 564: - case 565: - case 566: - case 567: - case 568: - case 569: - case 570: - case 571: - case 572: - case 573: - case 574: - - case 551: - case 552: - case 575: - case 576: - case 577: - case 578: - case 579: - case 589: - case 583: - case 584: - - case 553: - case 554: + case SWITCH_LEVER: + case SWITCH_LEVER_ON: + case SWITCH_FUSE: + case SWITCH_FUSE_ON: + case SWITCH_FUSE_ANI: + case SWITCH_FLIP: + case SWITCH_FLIP_ON: + case SWITCH_RED_CHAIN: + case SWITCH_RED_CHAIN_ON: + case SWITCH_GREEN_CHAIN: + case SWITCH_GREEN_CHAIN_ON: + case SWITCH_TOUCH: + case SWITCH_TOUCH_ON: + case SWITCH_DRAGON: + case SWITCH_DRAGON_ON: + case SWITCH_4: + case SWITCH_4_ON: + case SWITCH_5: + case SWITCH_5_ON: + + case SWITCH_LIGHT: + case SWITCH_LIGHT_ON: + case SWITCH_1: + case SWITCH_1_ON: + case SWITCH_SHOOTABLE_1: + case SWITCH_SHOOTABLE_1_ON: + case SWITCH_3: + case SWITCH_3_ON: + case 589: // ??? + case SWITCH_6: + case SWITCH_6_ON: + + case SWITCH_SKULL: + case SWITCH_SKULL_ON: { if ((actor->spr.extra & SPRX_MULTI_ITEM)) { diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index dc854725597..ee2a28d2678 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3391,7 +3391,7 @@ int SpawnShrap(DSWActor* parentActor, DSWActor* secondaryActor, int means, BREAK case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: PlaySound(DIGI_BREAKGLASS,parentActor,v3df_dontpan|v3df_doppler); p = MetalShrap; shrap_xsize = shrap_ysize = 10; @@ -3799,7 +3799,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: case ZILLA_RUN_R0: return 0; // Don't put blood on trashcan } @@ -4155,7 +4155,7 @@ bool WeaponMoveHit(DSWActor* actor) case PACHINKO3: case PACHINKO4: case ZILLA_RUN_R0: - case 623: + case PACHINKOWINLIGHT: { PlaySound(DIGI_STARCLINK, actor, v3df_none); } @@ -4579,7 +4579,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor) case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: case TOILETGIRL_R0: case WASHGIRL_R0: case CARGIRL_R0: @@ -4623,7 +4623,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor) case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: { if ((actor->user.ID == TOILETGIRL_R0 || actor->user.ID == CARGIRL_R0 || actor->user.ID == MECHANICGIRL_R0 || actor->user.ID == SAILORGIRL_R0 || actor->user.ID == PRUNEGIRL_R0 || @@ -5960,7 +5960,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: case ZILLA_RUN_R0: break; default: @@ -6012,7 +6012,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: case ZILLA_RUN_R0: break; default: @@ -7013,7 +7013,7 @@ int DoFlamesDamageTest(DSWActor* actor) case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: continue; } @@ -12033,7 +12033,7 @@ int InitSwordAttack(PLAYER* pp) case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang); PlaySound(DIGI_SWORDCLANK, hit.hitpos, v3df_none); break; @@ -12211,7 +12211,7 @@ int InitFistAttack(PLAYER* pp) case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang); PlaySound(DIGI_ARMORHIT, hit.hitpos, v3df_none); break; @@ -15141,7 +15141,7 @@ int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& hit_pos case PACHINKO2: case PACHINKO3: case PACHINKO4: - case 623: + case PACHINKOWINLIGHT: case ZILLA_RUN_R0: actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT); if (RANDOM_P2(1024) > 800)