shithub: choc

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ref: 095bc1110b3c11fbf2e17bfd51bf78909fe34662
parent: 35f753d9e4b9d85cc712262a751729688e32aad6
author: Simon Howard <[email protected]>
date: Fri Oct 16 14:43:39 EDT 2009

Remove CR characters from code. Minor formatting cleanups to
heretic/doomdef.h.

Subversion-branch: /branches/raven-branch
Subversion-revision: 1719

--- a/src/heretic/doomdef.h
+++ b/src/heretic/doomdef.h
@@ -205,74 +205,74 @@
 
 // --- mobj.flags ---
 
-#define	MF_SPECIAL		1       // call P_SpecialThing when touched
-#define	MF_SOLID		2
+#define	MF_SPECIAL	1         // call P_SpecialThing when touched
+#define	MF_SOLID	2
 #define	MF_SHOOTABLE	4
-#define	MF_NOSECTOR		8       // don't use the sector links
-                                                                        // (invisible but touchable)
-#define	MF_NOBLOCKMAP	16      // don't use the blocklinks
-                                                                        // (inert but displayable)
-#define	MF_AMBUSH		32
-#define	MF_JUSTHIT		64      // try to attack right back
-#define	MF_JUSTATTACKED	128     // take at least one step before attacking
-#define	MF_SPAWNCEILING	256     // hang from ceiling instead of floor
-#define	MF_NOGRAVITY	512     // don't apply gravity every tic
+#define	MF_NOSECTOR	8         // don't use the sector links
+                                  // (invisible but touchable)
+#define	MF_NOBLOCKMAP	16        // don't use the blocklinks
+                                  // (inert but displayable)
+#define	MF_AMBUSH	32
+#define	MF_JUSTHIT	64        // try to attack right back
+#define	MF_JUSTATTACKED	128       // take at least one step before attacking
+#define	MF_SPAWNCEILING	256       // hang from ceiling instead of floor
+#define	MF_NOGRAVITY	512       // don't apply gravity every tic
 
 // movement flags
-#define	MF_DROPOFF		0x400   // allow jumps from high places
-#define	MF_PICKUP		0x800   // for players to pick up items
-#define	MF_NOCLIP		0x1000  // player cheat
-#define	MF_SLIDE		0x2000  // keep info about sliding along walls
-#define	MF_FLOAT		0x4000  // allow moves to any height, no gravity
-#define	MF_TELEPORT		0x8000  // don't cross lines or look at heights
-#define MF_MISSILE		0x10000 // don't hit same species, explode on block
+#define	MF_DROPOFF	0x400     // allow jumps from high places
+#define	MF_PICKUP	0x800     // for players to pick up items
+#define	MF_NOCLIP	0x1000    // player cheat
+#define	MF_SLIDE	0x2000    // keep info about sliding along walls
+#define	MF_FLOAT	0x4000    // allow moves to any height, no gravity
+#define	MF_TELEPORT	0x8000    // don't cross lines or look at heights
+#define MF_MISSILE	0x10000   // don't hit same species, explode on block
 
-#define	MF_DROPPED		0x20000 // dropped by a demon, not level spawned
-#define	MF_SHADOW		0x40000 // use translucent draw (shadow demons / invis)
-#define	MF_NOBLOOD		0x80000 // don't bleed when shot (use puff)
-#define	MF_CORPSE		0x100000        // don't stop moving halfway off a step
-#define	MF_INFLOAT		0x200000        // floating to a height for a move, don't
-                                                                        // auto float to target's height
+#define	MF_DROPPED	0x20000   // dropped by a demon, not level spawned
+#define	MF_SHADOW	0x40000   // use translucent draw (shadow demons / invis)
+#define	MF_NOBLOOD	0x80000   // don't bleed when shot (use puff)
+#define	MF_CORPSE	0x100000  // don't stop moving halfway off a step
+#define	MF_INFLOAT	0x200000  // floating to a height for a move, don't
+                                  // auto float to target's height
 
-#define	MF_COUNTKILL	0x400000        // count towards intermission kill total
-#define	MF_COUNTITEM	0x800000        // count towards intermission item total
+#define	MF_COUNTKILL	0x400000  // count towards intermission kill total
+#define	MF_COUNTITEM	0x800000  // count towards intermission item total
 
-#define	MF_SKULLFLY		0x1000000       // skull in flight
-#define	MF_NOTDMATCH	0x2000000       // don't spawn in death match (key cards)
+#define	MF_SKULLFLY	0x1000000 // skull in flight
+#define	MF_NOTDMATCH	0x2000000 // don't spawn in death match (key cards)
 
-#define	MF_TRANSLATION	0xc000000       // if 0x4 0x8 or 0xc, use a translation
+#define	MF_TRANSLATION	0xc000000 // if 0x4 0x8 or 0xc, use a translation
 #define	MF_TRANSSHIFT	26      // table for player colormaps
 
 // --- mobj.flags2 ---
 
-#define MF2_LOGRAV			0x00000001      // alternate gravity setting
-#define MF2_WINDTHRUST		0x00000002      // gets pushed around by the wind
-                                                                                // specials
-#define MF2_FLOORBOUNCE		0x00000004      // bounces off the floor
-#define MF2_THRUGHOST		0x00000008      // missile will pass through ghosts
-#define MF2_FLY				0x00000010      // fly mode is active
-#define MF2_FOOTCLIP		0x00000020      // if feet are allowed to be clipped
-#define MF2_SPAWNFLOAT		0x00000040      // spawn random float z
-#define MF2_NOTELEPORT		0x00000080      // does not teleport
-#define MF2_RIP				0x00000100      // missile rips through solid
-                                                                                // targets
-#define MF2_PUSHABLE		0x00000200      // can be pushed by other moving
-                                                                                // mobjs
-#define MF2_SLIDE			0x00000400      // slides against walls
-#define MF2_ONMOBJ			0x00000800      // mobj is resting on top of another
-                                                                                // mobj
-#define MF2_PASSMOBJ		0x00001000      // Enable z block checking.  If on,
-                                                                                // this flag will allow the mobj to
-                                                                                // pass over/under other mobjs.
-#define MF2_CANNOTPUSH		0x00002000      // cannot push other pushable mobjs
-#define MF2_FEETARECLIPPED	0x00004000      // a mobj's feet are now being cut
-#define MF2_BOSS			0x00008000      // mobj is a major boss
-#define MF2_FIREDAMAGE		0x00010000      // does fire damage
-#define MF2_NODMGTHRUST		0x00020000      // does not thrust target when
-                                                                                // damaging
-#define MF2_TELESTOMP		0x00040000      // mobj can stomp another
-#define MF2_FLOATBOB		0x00080000      // use float bobbing z movement
-#define MF2_DONTDRAW		0X00100000      // don't generate a vissprite
+#define MF2_LOGRAV		0x00000001  // alternate gravity setting
+#define MF2_WINDTHRUST		0x00000002  // gets pushed around by the wind
+                                            // specials
+#define MF2_FLOORBOUNCE		0x00000004  // bounces off the floor
+#define MF2_THRUGHOST		0x00000008  // missile will pass through ghosts
+#define MF2_FLY			0x00000010  // fly mode is active
+#define MF2_FOOTCLIP		0x00000020  // if feet are allowed to be clipped
+#define MF2_SPAWNFLOAT		0x00000040  // spawn random float z
+#define MF2_NOTELEPORT		0x00000080  // does not teleport
+#define MF2_RIP			0x00000100  // missile rips through solid
+                                            // targets
+#define MF2_PUSHABLE		0x00000200  // can be pushed by other moving
+                                            // mobjs
+#define MF2_SLIDE		0x00000400  // slides against walls
+#define MF2_ONMOBJ		0x00000800  // mobj is resting on top of another
+                                            // mobj
+#define MF2_PASSMOBJ		0x00001000  // Enable z block checking.  If on,
+                                            // this flag will allow the mobj to
+                                            // pass over/under other mobjs.
+#define MF2_CANNOTPUSH		0x00002000  // cannot push other pushable mobjs
+#define MF2_FEETARECLIPPED	0x00004000  // a mobj's feet are now being cut
+#define MF2_BOSS		0x00008000  // mobj is a major boss
+#define MF2_FIREDAMAGE		0x00010000  // does fire damage
+#define MF2_NODMGTHRUST		0x00020000  // does not thrust target when
+                                            // damaging
+#define MF2_TELESTOMP		0x00040000  // mobj can stomp another
+#define MF2_FLOATBOB		0x00080000  // use float bobbing z movement
+#define MF2_DONTDRAW		0X00100000  // don't generate a vissprite
 
 //=============================================================================
 typedef enum
--- a/src/hexen/am_data.h
+++ b/src/hexen/am_data.h
@@ -22,27 +22,26 @@
 //
 //-----------------------------------------------------------------------------
 
+#ifndef __AMDATA_H__
+#define __AMDATA_H__
 
-#ifndef __AMDATA_H__
-#define __AMDATA_H__
-
-// a line drawing of the player pointing right, starting from the middle.
-
-#define R ((8*PLAYERRADIUS)/7)
-
-mline_t player_arrow[] = {
-  { { -R+R/4, 0 }, { 0, 0} }, // center line.
-  { { -R+R/4, R/8 }, { R, 0} }, // blade
-  { { -R+R/4, -R/8 }, { R, 0 } },
-  { { -R+R/4, -R/4 }, { -R+R/4, R/4 } }, // crosspiece
-  { { -R+R/8, -R/4 }, { -R+R/8, R/4 } },
-  { { -R+R/8, -R/4 }, { -R+R/4, -R/4} }, //crosspiece connectors
-  { { -R+R/8, R/4 }, { -R+R/4, R/4} },
-  { { -R-R/4, R/8 }, { -R-R/4, -R/8 } }, //pommel
-  { { -R-R/4, R/8 }, { -R+R/8, R/8 } },
-  { { -R-R/4, -R/8}, { -R+R/8, -R/8 } }
-  };
+// a line drawing of the player pointing right, starting from the middle.
 
+#define R ((8*PLAYERRADIUS)/7)
+
+mline_t player_arrow[] = {
+  { { -R+R/4, 0 }, { 0, 0} }, // center line.
+  { { -R+R/4, R/8 }, { R, 0} }, // blade
+  { { -R+R/4, -R/8 }, { R, 0 } },
+  { { -R+R/4, -R/4 }, { -R+R/4, R/4 } }, // crosspiece
+  { { -R+R/8, -R/4 }, { -R+R/8, R/4 } },
+  { { -R+R/8, -R/4 }, { -R+R/4, -R/4} }, //crosspiece connectors
+  { { -R+R/8, R/4 }, { -R+R/4, R/4} },
+  { { -R-R/4, R/8 }, { -R-R/4, -R/8 } }, //pommel
+  { { -R-R/4, R/8 }, { -R+R/8, R/8 } },
+  { { -R-R/4, -R/8}, { -R+R/8, -R/8 } }
+  };
+
 /*
 mline_t keysquare[] = {
 	{ { 0, 0 }, { R/4, -R/2 } },
@@ -55,64 +54,64 @@
 	{ { -3*R/4, 0 }, { -3*R/4, -R/4 } }
 	};
 */
-
-/*mline_t player_arrow[] = {
-  { { -R+R/8, 0 }, { R, 0 } }, // -----
-  { { R, 0 }, { R-R/2, R/4 } },  // ----->
-  { { R, 0 }, { R-R/2, -R/4 } },
-  { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
-  { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
-  { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
-  { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
-  };
-*/
-#undef R
-#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
+
+/*mline_t player_arrow[] = {
+  { { -R+R/8, 0 }, { R, 0 } }, // -----
+  { { R, 0 }, { R-R/2, R/4 } },  // ----->
+  { { R, 0 }, { R-R/2, -R/4 } },
+  { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
+  { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
+  { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
+  { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
+  };
+*/
+#undef R
+#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
 #define NUMKEYSQUARELINES (sizeof(keysquare)/sizeof(mline_t))
 
 /*
-#define R ((8*PLAYERRADIUS)/7)
-mline_t cheat_player_arrow[] = {
-  { { -R+R/8, 0 }, { R, 0 } }, // -----
-  { { R, 0 }, { R-R/2, R/6 } },  // ----->
-  { { R, 0 }, { R-R/2, -R/6 } },
-  { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
-  { { -R+R/8, 0 }, { -R-R/8, -R/6 } },
-  { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
-  { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
-  { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
-  { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
-  { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
-  { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
-  { { -R/6, -R/6 }, { 0, -R/6 } },
-  { { 0, -R/6 }, { 0, R/4 } },
-  { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
-  { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
-  { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
-  };
-#undef R
-#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
+#define R ((8*PLAYERRADIUS)/7)
+mline_t cheat_player_arrow[] = {
+  { { -R+R/8, 0 }, { R, 0 } }, // -----
+  { { R, 0 }, { R-R/2, R/6 } },  // ----->
+  { { R, 0 }, { R-R/2, -R/6 } },
+  { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
+  { { -R+R/8, 0 }, { -R-R/8, -R/6 } },
+  { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
+  { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
+  { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
+  { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
+  { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
+  { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
+  { { -R/6, -R/6 }, { 0, -R/6 } },
+  { { 0, -R/6 }, { 0, R/4 } },
+  { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
+  { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
+  { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
+  };
+#undef R
+#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
 */
 
 
 /*
-#define R (FRACUNIT)
-mline_t triangle_guy[] = {
-  { { -.867*R, -.5*R }, { .867*R, -.5*R } },
-  { { .867*R, -.5*R } , { 0, R } },
-  { { 0, R }, { -.867*R, -.5*R } }
-  };
-#undef R
-#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
+#define R (FRACUNIT)
+mline_t triangle_guy[] = {
+  { { -.867*R, -.5*R }, { .867*R, -.5*R } },
+  { { .867*R, -.5*R } , { 0, R } },
+  { { 0, R }, { -.867*R, -.5*R } }
+  };
+#undef R
+#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
 */
 
-#define R (FRACUNIT)
-mline_t thintriangle_guy[] = {
-  { { (fixed_t)(-.5*R), (fixed_t)(-.7*R) }, { (fixed_t)(R    ), (fixed_t)(0    ) } },
-  { { (fixed_t)(R    ), (fixed_t)(0    ) }, { (fixed_t)(-.5*R), (fixed_t)(.7*R ) } },
-  { { (fixed_t)(-.5*R), (fixed_t)(.7*R ) }, { (fixed_t)(-.5*R), (fixed_t)(-.7*R) } }
-  };
-#undef R
-#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
-
-#endif
+#define R (FRACUNIT)
+mline_t thintriangle_guy[] = {
+  { { (fixed_t)(-.5*R), (fixed_t)(-.7*R) }, { (fixed_t)(R    ), (fixed_t)(0    ) } },
+  { { (fixed_t)(R    ), (fixed_t)(0    ) }, { (fixed_t)(-.5*R), (fixed_t)(.7*R ) } },
+  { { (fixed_t)(-.5*R), (fixed_t)(.7*R ) }, { (fixed_t)(-.5*R), (fixed_t)(-.7*R) } }
+  };
+#undef R
+#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
+
+#endif
--- a/src/hexen/m_random.h
+++ b/src/hexen/m_random.h
@@ -1,42 +1,42 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 1993-2008 Raven Software
-// Copyright(C) 2008 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-
-#ifndef HEXEN_M_RANDOM_H
-#define HEXEN_M_RANDOM_H
-
-// Most damage defined using HITDICE
-#define HITDICE(a) ((1+(P_Random()&7))*a)
-
-int M_Random(void);
-// returns a number from 0 to 255
-int P_Random(void);
-// as M_Random, but used only by the play simulation
-
-void M_ClearRandom(void);
-// fix randoms for demos
-
-extern int rndindex;
-
-#endif // HEXEN_M_RANDOM_H
-
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef HEXEN_M_RANDOM_H
+#define HEXEN_M_RANDOM_H
+
+// Most damage defined using HITDICE
+#define HITDICE(a) ((1+(P_Random()&7))*a)
+
+int M_Random(void);
+// returns a number from 0 to 255
+int P_Random(void);
+// as M_Random, but used only by the play simulation
+
+void M_ClearRandom(void);
+// fix randoms for demos
+
+extern int rndindex;
+
+#endif // HEXEN_M_RANDOM_H
+