Improve clang-format
FossilOrigin-Name: 6f5dd506262655e5d3a6732794f955c8476b19a80fa03d5ebb6744ed8b18c963
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41 changed files with 506 additions and 493 deletions
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@ -84,7 +84,7 @@ basicmonster(int type, int yaw, int state, int trigger, int move)
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}
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monsters.add(m);
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return m;
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};
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}
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void
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spawnmonster() // spawn a random monster according to freq distribution in DMSP
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@ -96,7 +96,7 @@ spawnmonster() // spawn a random monster according to freq distribution in DMSP
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break;
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};
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basicmonster(type, rnd(360), M_SEARCH, 1000, 1);
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};
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}
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void
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monsterclear() // called after map start of when toggling edit mode to
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@ -121,9 +121,9 @@ monsterclear() // called after map start of when toggling edit mode to
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m->o.z = ents[i].z;
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entinmap(m);
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monstertotal++;
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};
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}
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};
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};
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}
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bool
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los(float lx, float ly, float lz, float bx, float by, float bz,
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@ -160,7 +160,7 @@ los(float lx, float ly, float lz, float bx, float by, float bz,
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i++;
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};
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return i >= steps;
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};
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}
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bool
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enemylos(dynent *m, OFVector3D &v)
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@ -168,7 +168,7 @@ enemylos(dynent *m, OFVector3D &v)
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v = m->o;
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return los(m->o.x, m->o.y, m->o.z, m->enemy->o.x, m->enemy->o.y,
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m->enemy->o.z, v);
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};
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}
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// monster AI is sequenced using transitions: they are in a particular state
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// where they execute a particular behaviour until the trigger time is hit, and
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@ -185,7 +185,7 @@ transition(dynent *m, int state, int moving, int n,
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m->move = moving;
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n = n * 130 / 100;
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m->trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
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};
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}
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void
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normalise(dynent *m, float angle)
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@ -194,7 +194,7 @@ normalise(dynent *m, float angle)
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m->yaw += 360.0f;
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while (m->yaw > angle + 180.0f)
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m->yaw -= 360.0f;
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};
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}
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void
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monsteraction(
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@ -223,13 +223,13 @@ monsteraction(
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{
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m->blocked = false;
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if (!rnd(20000 /
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monstertypes[m->mtype]
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.speed)) // try to jump over obstackle (rare)
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monstertypes[m->mtype]
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.speed)) // try to jump over obstackle (rare)
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{
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m->jumpnext = true;
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} else if (m->trigger < lastmillis &&
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(m->monsterstate != M_HOME ||
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!rnd(5))) // search for a way around (common)
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(m->monsterstate != M_HOME ||
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!rnd(5))) // search for a way around (common)
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{
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m->targetyaw +=
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180 + rnd(180); // patented "random walk" AI
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@ -312,7 +312,7 @@ monsteraction(
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};
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moveplayer(m, 1, false); // use physics to move monster
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};
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}
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void
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monsterpain(dynent *m, int damage, dynent *d)
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@ -347,7 +347,7 @@ monsterpain(dynent *m, int damage, dynent *d)
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} else {
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playsound(monstertypes[m->mtype].painsound, &m->o);
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}
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};
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}
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void
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endsp(bool allkilled)
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@ -397,8 +397,8 @@ monsterthink()
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v.z -= monsters[i]->eyeheight;
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if (dist < 4)
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teleport((int)(&e - &ents[0]), monsters[i]);
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};
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};
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}
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}
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loopv(monsters) if (monsters[i]->state == CS_ALIVE)
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monsteraction(monsters[i]);
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